August 30th, 2009
One technique I discovered early on is ambient lighting using a texture cube. A texture cube is a texture made up of 6 images, one for each side of a cube, that should smoothly fit together to make a complete panorama.
Rather than use this texture cube just as a skybox, I use it to sample ambient lighting.

Texturecube ambient lighting
The other nice thing about using a texture cube is you can quickly blend them together to subtly alter the lighting or smoothly transition from sunset to night.
This technique works well in conjunction with an Ambient Occlusion layer in your shader, as you don’t have to have overwhelming fixed lighting when baking your model’s textures out.
Posted in Skull | No Comments »
April 10th, 2009
Getting closer to being done. Still plenty of bugs to fix and small features to implement. Decent normal convolutions are a big priority.
I’m quite pleased with how different the water looks at different depths, angles and proximities.



Posted in Skull | No Comments »
April 6th, 2009
Posted in Skull | No Comments »
April 6th, 2009
The new water shader is a work in progress, but already looks the part.
I accidentally clipped the terrain while I was working on masking out the cel shading under the water. You can see how the cel shading applies itself to the terrain quite clearly in this shot.

Posted in Skull | No Comments »
April 1st, 2009
I’ve been hard at work on behind-the-scenes things such as mesh collisions and level construction tools. That didn’t stop me from adding major updates to the primary shader however.


Directional lights are out, ambient cubemap lighting is in! There’s also environmental fresnel reflections, ambient occlusion and specular.
Posted in Rugged | No Comments »
March 12th, 2009
The primary mode of transport in the Rugged world is a sexy, growling ATV. You can also see the new haze shader in the background.



Posted in Skull | No Comments »
March 7th, 2009
The new lighting model is so good that the vehicles glow under the hot desert sun and all have to be re-rendered. Until then, here’s a look at Rugged’s title screen.

Posted in Skull | No Comments »
March 6th, 2009
Here’s a couple more shots of the shader progress. The slope texture is now quite visible, as is the full-size normal map.


Posted in Skull | No Comments »
March 4th, 2009
Big terrain updates. The game engine can now have vast swathes of land and will even subdivide nearer terrain to remove sharp polygon edges and raise the detail.
This update also includes my first shader, as seen below. Don’t forget to click through to the high res version.

Posted in Skull | No Comments »
February 22nd, 2009
Boy do I enjoy the heck out of XNA. This week saw lots of progress in Rugged as it gained an in-game level editor, 3D positional sound and more realistic motion blur.
It’s time to look further down the roadmap and begin improving the terrain code, writing some shaders and optimising the Skull framework in preparation for multiplayer support.

Posted in Rugged | No Comments »