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Plan for Mz

by Mz · 11/03/2002 (10:55 am) · 1 comments

Here's a quick shot of some improvements we're making for our game in progress, Underhive


alum.wpi.edu/~markmoz/uh_shaders.jpg

You're seeing transparent objects, done by Corvidae

You're also seeing an implementation (maybe 1/3 done) of the Quake 3 shading language under torque. The demon faces you see are an additional pass in the shader, layered over a background image that's being rotated at 10 degrees per second.

My Plan? Get the shading language feature complete, then start collapsing them with multitexture extenstions, then get the engine to sort by shader to minimize state changes.

My shader, for the curious (commented keywords are working, but aren't pixtured here):

fps/data/interiors/trans/components/marble
{
light 1
q3map_surfacelight 400
// polygonOffset
// deformVertexes wave 10 sin 0 0.5 0.1 0.8

{
map textures/organics/wire02a_f.tga
// animMap 10 textures/organics/wire02a_f.tga textures/sfx/flameball.tga
// blendFunc GL_ONE GL_ZERO
tcMod rotate 10

}


{
map textures/sfx/demonltblackfinal_glow2.jpg
blendFunc add

}

}

Placeholder textures are from Quake 3 Arena, by ID software.

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#1
11/19/2003 (11:53 pm)
Would be giving this away as a resource at any point?
If not, any pointers for us who want to try?