Do you like old school deathmatch with modern features but none of the frills that have ruined the raw purity of the genre? How about rich, colorful, arcadelike atmospheres? How about...retro Sci Fi? Then you're going to love what Alien Arena has in store for you! This game combines some of the very best aspects of classic deathmatch, and wraps them up with a retro alien theme, while adding tons of original ideas to make the game quite unique. Alien Arena is a furious frag fest with arenas ranging from the small, to the massive. With game modes such as Capture The Flag and Tactical, there are terrific team-based experiences to be had as well as 1v1 duels, free-for-all, and dozens of mutators to alter the game play to your liking. The community is friendly, as well as prolific. Dozens of maps, models, and various accessories have been created by community members to add on to the game experience.

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Report RSS Subsurface light scattering effect.
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hero1900
hero1900

cool you have a wonderfull game and engine but it not work so well on my machine i get some glitches

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Predalienator
Predalienator

Looks nice but when the gun stops firing the aliens lighting changes so suddenly that it looks unnatural. Try comparing 00:09 to 00:10 to see what I mean. Other than that you guys did a great job.

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Irritant_new Author
Irritant_new

Yeah, I noticed that, it's basically because we only consider one light source when lighting the mesh(for speed consideration). So when the dynamic light fades out, it quickly switches back over to the static light. I'm going to work on something with this, to either minimize it, or to split dynamic and static lighting sources in the shader.

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Predalienator
Predalienator

If it's possible how bout adding a color gradient that will ease the transition between dynamic and static light.

The gradient will act as a color hue to the model making its color match as close as possible to the dynamic lights color.

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Irritant_new Author
Irritant_new

Well I found something that was able to make the transition a bit smoother. I tried the two light source idea, but the problem is that I have to pass too many things from the vertex shader to the fragment shader, and ATI has a stupid bug on some drivers that restricts that too much. I think if we switch to pure opengl lights we can get around it, but for now, this will have to do. (I reuploaded the video with the smoother transition)

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Predalienator
Predalienator

Yeah it looks nicer than before,good job

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Description

For Alien Arena 2012, we are ramping up some things with the renderer. One of the new features is that we added subsurface light scattering to our shaders. Subsurface light scattering is what happens when light enters a translucent material, such as skin, or in this case, an exposed brain :) The light rays enter the material, bounce around, creating a glowing effect around the rim. Think of how it looks when you hold a flashlight up behind your hand, to illustrate. We are able to approxiamate the effect in GLSL as demonstrated.

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