Alien Arena is an open sourced game that combines a sci-fi atmosphere with the tournament style deathmatch of Q3A and UT2k4. Major graphical features such as GLSL per-pixel lighting, ragdoll physics, light blooms, real time lights and shadows, textured particles, shaders, and reflective water, create a colorful and immersive deathmatch atmosphere. The game also includes mutators, adjustable effects, bot skill settings, and fully configurable deathmatch, team deathmatch, CTF, All Out Assault, Team Core Assault, Cattle Prod, and Deathball games. The game features original artwork, with a dark, sinister atmosphere combined with an off-the-wall campiness, and trippy, techno type music. There are currently over 60 maps, loaded with weapons(each having an alternate firing mode) and powerups. Alien Arena has fast, smooth gameplay, & players can play online against one another or against the bots. Please post all support issues in the forums for the game.

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hero1900 Jan 18 2012, 4:29pm says:

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 Jan 18 2012, 4:41pm says:

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 Jan 18 2012, 5:54pm says:

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 Jan 20 2012, 1:37am replied:

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 Jan 20 2012, 2:27pm replied:

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 Jan 21 2012, 2:28am replied:

Yeah it looks nicer than before,good job

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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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Jan 20th, 2012
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