|BoH_Havoc|
Spaceman
Well, this isn't exactly Wing Commander related, but here goes:
We are currently working on a new space sim which will be multiplayer only (for now). It will most likely be free to play and we are currently thinking about storing all game relevant data (levels, equipment, playerspeed, etc) in databases, so it will be easily moddable (might get interisting for wing commander related projects then
) and also easier for us to add content.
Some facts:
- 5 modes ( (Team-)Deathmatch, Station Siege, Assault on the Transport, Capture the wreck, Asteroid football )
- currently 6 types of ships
- 16 players (might increase, we recently switched the network lib to another one which should not only be faster, but also has more features like VOIP)
My job:
- shaders & special FX
- playerships, equipment
- texturing
- overal look
The reason i post here? Well, we decided to upgrade our engine to the latest version. We are now able to easily integrate post processing and render to texture effects. Now it's my job to write all those fancy shaders and create kick ass gfx.
And i need you guys to comment on it, so i can be sure i'm on the right track
Current features:
- Fake HDR-R (Tonemapped Bloom with dynamic gamma correction)
- Dynamic Softshadows
- Volumetric Paticles (Explosions, Nebula, etc.)
- Refractions (Engines, Shield, Warpgate, etc.)
- Normalmapping
- Diffuse and Specular Lighting
- Luminance Mapping
- Environment Mapping and Lighting
- Planet Shader
(- Depth of Field with autofocus . Not really needed... but hey, it was fun to create
)
- ALL SCREENSHOTS ARE TAKEN DIRECTLY FROM THE ENGINE -
First shots of the new visuals (April 05 2009):
Heat Haze / Engine Effect (April 10 2009)
New Asteroids & Shield Effect (April 13 2009)
Planet Shader (April 14 2009)
So what do you guys think? Am i on the right track?
cheers and have a nice day!
We are currently working on a new space sim which will be multiplayer only (for now). It will most likely be free to play and we are currently thinking about storing all game relevant data (levels, equipment, playerspeed, etc) in databases, so it will be easily moddable (might get interisting for wing commander related projects then

Some facts:
- 5 modes ( (Team-)Deathmatch, Station Siege, Assault on the Transport, Capture the wreck, Asteroid football )
- currently 6 types of ships
- 16 players (might increase, we recently switched the network lib to another one which should not only be faster, but also has more features like VOIP)
My job:
- shaders & special FX
- playerships, equipment
- texturing
- overal look
The reason i post here? Well, we decided to upgrade our engine to the latest version. We are now able to easily integrate post processing and render to texture effects. Now it's my job to write all those fancy shaders and create kick ass gfx.
And i need you guys to comment on it, so i can be sure i'm on the right track

Current features:
- Fake HDR-R (Tonemapped Bloom with dynamic gamma correction)
- Dynamic Softshadows
- Volumetric Paticles (Explosions, Nebula, etc.)
- Refractions (Engines, Shield, Warpgate, etc.)
- Normalmapping
- Diffuse and Specular Lighting
- Luminance Mapping
- Environment Mapping and Lighting
- Planet Shader
(- Depth of Field with autofocus . Not really needed... but hey, it was fun to create

- ALL SCREENSHOTS ARE TAKEN DIRECTLY FROM THE ENGINE -
First shots of the new visuals (April 05 2009):



Heat Haze / Engine Effect (April 10 2009)

New Asteroids & Shield Effect (April 13 2009)


Planet Shader (April 14 2009)

So what do you guys think? Am i on the right track?

cheers and have a nice day!