I’m going to post a few blog entries regarding technical issues in the Doomdark’s Revenge frontend for TME and TME itself. I wanted to talk about some of the more interesting things that are going on inside it from my point of view. It will help to give an insight but maybe also fill the void of no product! |inline
Doomdark’s Purple Haze
As part of the graphics effects for Doomdark’s Revenge, Jure and I implemented a haze effect to the landscaping. The mechanic is simple if a little processor hungry. The landscaping technique draws from back to front using seven definitive distance layers, z axis if you like. So what we do in DDR is after every layer has been drawn, we apply a haze alpha mask to modify the pixels drawn. The layer at the back will get modified by every haze layer and thus thicken up the haze fogginess in the distance. You can see the affect on the image here – click to get a bigger view. This is an example of the amount of extra processing taking place in the DDR frontend. What I would like to see is the system moved to using 3d hardware, this would allow effects like this to be done using pixel shaders. This combined with hardware drawing in general would make the DDR frontend function with little graphic overhead.
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Put my back out at the weekend, and every day since it’s been getting worse… can only sit at my computer for about 5 minutes at a time now; just no support for my back. It’s also worse in the morning after a night of muscle tightening. Best position seems to be lying on my side on the sofa… TWIN PEAKS anyone?! 🙂
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It’s just a jump to the left…
Watched Rocky Horror Picture Show on DVD again for the first time in ages. I always love watching it, never tire of it. So many memories from my youth! 🙂 The script is great, so many fantastic lines. And many of the songs are actually quite touching like “Superheroes” and “I’m going home”.
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