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Plan for Alex Greene
Plan for Alex Greene
| Name: | Alex Greene | |
|---|---|---|
| Date Posted: | Sep 16, 2002 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Alex Greene |
Blog post
I gave up the 3D Starcraft game. I would love to do it but I can't figure out a good way to turn a top-down view game into first person.
I have decided to make something a little more scary since Halloween is coming up. It will basically be like the Resident Evil movie. Fast, action-packed, and it will make you jump a few times.
I am working on making a 32-bit texture format right now. It will hold all the information necessary for per-pixel lighting and better filtering in the alpha channel. Since 8-bits isn't enough for height, normal, and filtering data I might put it in a seperate file. I don't want to dump real-time raytracing so I am trying to think of a practical way to put raytracing in a pixel-shader. I am also experimenting with new OpenGL extensions using the Quake 2 engine. Its kinda fun adding new effects to an old game. By adding detail textures, new particles, and a hint of atmospheric fog, the game looks a whole lot better. And last, I am also doing a lot more thinking than coding. While coding the 3D Starcraft engine, things started to get hard to code because I was constantly rewriting code to add something simple. So now I writing things out on paper to see how they will work together when coded. It also helps me write better code fr some reason. I guess its because I am thinking about it for so long.
I have decided to make something a little more scary since Halloween is coming up. It will basically be like the Resident Evil movie. Fast, action-packed, and it will make you jump a few times.
I am working on making a 32-bit texture format right now. It will hold all the information necessary for per-pixel lighting and better filtering in the alpha channel. Since 8-bits isn't enough for height, normal, and filtering data I might put it in a seperate file. I don't want to dump real-time raytracing so I am trying to think of a practical way to put raytracing in a pixel-shader. I am also experimenting with new OpenGL extensions using the Quake 2 engine. Its kinda fun adding new effects to an old game. By adding detail textures, new particles, and a hint of atmospheric fog, the game looks a whole lot better. And last, I am also doing a lot more thinking than coding. While coding the 3D Starcraft engine, things started to get hard to code because I was constantly rewriting code to add something simple. So now I writing things out on paper to see how they will work together when coded. It also helps me write better code fr some reason. I guess its because I am thinking about it for so long.
Recent Blog Posts
| List: | 01/07/03 - Plan for Alex Greene 09/16/02 - Plan for Alex Greene 06/29/02 - Plan for Alex Greene |
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Submit your own resources!| Jeff Tunnell (Sep 16, 2002 at 16:55 GMT) |
Jeff Tunnell GG
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