Game Development Community

Matt Vitelli's Resources

Day and Night Cycles in TGEA

While there are a few approaches to getting day and night cycles into TGEA, most depend on updating the HDR multiplier. This assumes that the user is running on pretty nice hardware. DRL is currently not compatible with anti-aliasing and as a major performance killer. This approach uses three separate dmls. It sends them through a shader and the result is an interpolated blend of them based on the elevation of the sun. This effect is cheap and gives pretty good results.

Author Matt Vitelli Date 04/03/2008 (5:28 pm) Comment 51 comments

Water Parallax Mapping

This was something I did during an uneventful night. I hope it helps people out. In the future I may post my relief mapping water code, though at the moment that has several problems.

Author Matt Vitelli Date 11/15/2006 (3:38 am) Comment 18 comments

Adding detail textures to Atlas2

On IRC Die_Angel and I were talking about Atlas2 and adding detail textures. After looking at the shaders we found that part of the code was commented out.

Author Matt Vitelli Date 07/11/2006 (7:04 pm) Comment 8 comments

Adding sun specularity to TSE water

This resource is incredibly simple but a lot of people are unaware of it. There are a lot of neat features commented out in the shaders. This is but one of the many.

Author Matt Vitelli Date 07/11/2006 (7:03 pm) Comment 6 comments

"Fixed" fxShapeReplicator for TSE

Ok, this is more a quick hacking up of code rather than a finalized replicator but it does work well. Remember to include in your project and compile. It should already be in the editor so no worries there. More to come soon! Problems: Purple torus does not display yet because its been commented out. I plan to fix this soon.

Author Matt Vitelli Date 04/02/2006 (5:33 pm) Comment 16 comments