Tag Archives: shader
As you maybe know we are working iterative on our game these days. It means that we develop things in iterations. Each iteration is one week long in ideal, but mostly take more time. After releasing build 10, we decided … Continue reading
Playing with shaders. Fun!
A little lightbulb on top of the tower made with glsl shaders. We are using XEffects library for some graphics effects and since this library is not supported any more we needed to make changes in the library in order … Continue reading
The goal has now better visuals so that players can easily see where to go not only on a map. It’s made totally with shaders. Not sure what will happen if some players would want to switch the shaders off…
Here’s a demo of dynamic lighting for day-night cycle that I’ve implemented using XEffects. How’s it look?
I’m still experimenting with shadows and XEffects and really have a problem with a frame rate. It drops from 50 to 5 in debug and it kind of bothering me. I’ve tried different combinations of filter types and shadow modes, … Continue reading
Shadows are now implemented on some objects and the terrain. There are still adjustments needed in order for things to run faster and more accurate. I’ve used 5 days trying to fix shadows with shaders by myself. Well, it didn’t … Continue reading
It’s a good question whether to choose Irrlicht or shaders or both to render the game scene. It looks like much easier to use Irrlicht until there is a problem that it can not solve (yet). Well, there’s a problem … Continue reading
I was tired of monsters and implemented some shadows in the meanwhile. They don’t look good yet, but it’s rather dark in caves now.