Schein is a challenging puzzle platformer built on the myth of a wisp named Irrlicht. In this game light is the key to everything: Defeat deadly beasts, solve tricky puzzles and uncover hidden paths through the murky swamp. Wandering aimlessly through a dangerous swamp, you rely on the help of a little will-o'-the-wisp to light up your surroundings. Discover new elements of the world in the Irrlicht's colorful light, and find a way to overcome the obstacles you face, solve puzzles, and defeat your foes. The story, which unravels through emotional dialogs between the main protagonist and the witty Irrlicht, tells of a desperate young man, who ventures forth into the mystical swamp in search of his missing son.
Once more our engine programmer Philipp entertains us with some short recordings of his work. Don’t miss this short "shading show”!
Posted by ZeppelinStudio on Mar 13th, 2013
Posted in Engine Programming | Mar 13, 2013 | by Philipp Schäfer
In every one of my last articles I talked about shaders in some way. This time I decided to make it the main topic. So what is so special about them? In short: they are the algorithms that define how our game data is visualized. If you want some special effects or just a different than normal light calculation – there is no way around them.
I also mentioned render targets. Render targets can be described as a non-visible screen in the graphic card which you can render on. Those render targets can be stored in a texture and be reused in future rendering steps.
Both these tools enable not only total freedom of the visual appearance of the game but are also good tools to modify the game’s GPU needs. They are furthermore helpful to debug the behavior and data of the rendering.
To understand the power of these tools I’d like to present this collection of rendering clips. In most cases there is just one option, line or parameter out of the box.
The key to greater shading is to see your textures as more than a collection of data. A common use is bump mapping, where the properties of a surface are stored in a texture. Typically these methods are used to enhance realism, whereas we started to use them more and more to enhance fantasy …an example for this are our new trees in the red world, which have animated veins. Look out for them in our next Dev-Demo update!