Tuesday 10 March 2009

SSAO again

Because I suck, I haven't done any real work on the game again. As usual, I did waste some time messing with useless stuff though!

Behold the power of the resurrected SSAO fakery. I really like the way it looks from a top-down perspective... probably a best-case use of this kind of hack, as the view-dependence is not readily apparent.


The starry-bloom is turned off again... somehow I've introduced a NaN-producing step to it, which propogates through the post process pipeline to make gigantic hexagonal black areas on the final render. 'Cos I suck.

6 comments:

Enne Walker said...

Propagating NaNs are such a curse. It's really too bad that bogus math operations can't map to some arbitrary (yet sane) result value.

Snut said...

I absolutely agree, especially on the GPU... debugging facilities being a little thin on the ground *g*

orillian said...

so I'm a bit confused, are you programming this in C++, Scala or Haskall? or is this project a combination? If your using Scala or Haskall what are you using for the 3D? I'm not a C type guy, but I've been playing with Haskell and Python lately and while Python has some 3d libraries and such Haskell seems to be very limited in the pre-built stuff. :)

And as always, love the overall look of this program of yours, you need to get an empty dungeon up and running so I can explore it! :P

Back to lurking!

O.

Snut said...

Ah, I do tend to meander a bit *g*

The project itself is in Scala, and I'm using the Lightweight Java Game Library to provide OpenGL support. I do some prototyping of heavily functional/type-based stuff in Haskell, to stop myself slipping into imperative code for this project and learn more about the language. There are some very interesting game-oriented libraries for it, but I'm just far too stupid to write actual games in it.

Previously (and during my day job) I've used/use C++, which has taught me many bad habits, and DirectX for 3D stuff. These tend to be my basis for comparison.

Totally agree on the empty dungeon. Releasing things - anything - is always the hardest part of making games. Fiddling with it is easy and fun; making something even slightly complete and showing it to others is hard and scary.

orillian said...

Hey thanks for the info I was curious due to the fact that I've been browsing Haskell trying to find my head around it, all the while playing with python to maximize the pain of learning. :) I did the C/C++ thing many years ago and found programing in that language tedious and rather hateful, so I left it to others to do while I went on to play with pretty pictures and such! :P

Face your fears! Or post more pretty pictures for me to look at then! :)

Unknown said...

How far from finished do you think you are. Cause it is looking good and i want to paly :)