Exploring 16 06 11 Game Dev Diary Smantrap

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  • Fast collision detection up and running, random maze generation (non intelligent at the moment), also a new camera class is ...
  • This is the new soft player lighting using a primitive deferred lighting process. It uses the shadow volumes that were previously ...
  • Very early work on enemy pathing. Nothing clever here at the moment although these angry midget enemies are quite amusing.
  • As well as optimising and tidy a lot of the camera code I have now started playing around with the level generator code.
  • First attempt to create a vision radius around each player using an extra render target and a shader pass that modifies each ...

In-Depth Information on 16 06 11 Game Dev Diary Smantrap

Fast front face detection implemented for multiple players. This is step 1 of 3 complete for rendering efficient line-of-sight vision ... First attempt at line-of-sight vision rendering. This isn't even close to being optimised: way more back-faces are being extruded ... It's all gone a little bit art-house today. Multiple character shadow casting working using some neat z-buffer depth testing , additive ... Room generation has been added to the level generation process. Entrances and exits are now always a reasonable distance ...

Day 1 of implementing path finding. I've got waypoint graphs up and running for the mazes and have attempted to implement an ...

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