|Meanwhile, back to the interesting development
||[Mar. 27th, 2009|01:06 pm]
Spectre Gruedorf Challenge Blog
Back in Spectreland, the only thing that has fired me up so far from GDC is the new footage from the Project Offset people. This is for two reasons:|
- it explains what the hell happed to Sim Dietrich after his indie thing suddenly stopped posting
- they have interesting footage of their level editor.
The level editor stuff is neat. They have one video that particularly impresses me of their prefab builder, where they just go and build a house and randomly just start splatting paint on it. I don't know if this is unique texturing across the world, or just across the prefab, but by god, that's the future right there. There's some other stuff that is unclear to me about how it operates - how do we pick where the texture is painted? How do I stop from painting on, say, the doorway, or the other models? - but just being able to paint in daub textures and dirt and general ugliness is very impressive.
From what little I can see off of their HD video, their shadowing solution looks really good too (although it's probably just either VSM or PCSS)
This weekend's Spectre TODOs:
- docks for the level editor. I'm sick of having all this floating windowed hackneyed bullshit.
Proper stretching horizontally and vertically too.
- try my luck at implementing random painting-on-things (and making important decisions about the role of SVT in a game engine)
- start the JIT mess.
... who the hell is still gruedorfing these days? I notice that even Grue and Dorf have not Grued or Dorfed recently, so I guess the founders are now Losing. Kael, however, you get a callout. That shit looks GOOD. Let's see some shadowing on those moving platforms versus the world, though - they look like they need a depth cue of some sort in order for them to stand out a little.