I wanted to make the game look as good as possible and in
order to do that, I had to use modern OpenGL 3.0 functionality. This included
VBOs, VAOs, shaders and use of our own matrix stack.
Here is a screenshot of the game as it appeared back in
December 2012.
Here he have basic per-vertex shader being performed by
depreated OpenGL lighting functions.
We then implemented basic shaders to perform per fragment
lighting. In the image below we have two per fragment spot lights which light
our scene.
As soon as first semester needed it became apparent to us
that we could make a pretty game at our experience level.
Here are some screenshots of the final build of the game.
We are using deferred shading to allow us to have dozens of lights on screen, we have written our own blending shader, shadow mapping and we apply a bright pass filter to make the lit ares of the game look brighter.
The images below compare shadow mapping vs no shadow mapping.
Shadow mapping disabled |
Shadow mapping enabled |
The difference between the first semester screenshots and
the second semester screenshots really make me proud to say that I worked on
this game. Graphically it looks like a pretty decent game, in my opinion.
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