Ruined has already had considerable progress made. The engine the game runs on has been built to allow easy extensibility.
Some of the more noteworthy features of the engine include:
- A "portal" based level system
- The light pre-pass renderer
- Particle systems
- My own version of Screen Space Ambient Occlusion
- Shadows (only cast from the main light)
- An "after effects" system
- Integrated physics
- Optimized animation system that can handle multiple streams
- A special debug mode with performance graph
And the game already has a lot of its features done as well
- A character controller
- Composited character animation
- First and third person views
- The "received item" screen
- Floor switches, doors, ladders, torches, chests and more!
Now for some older pictures!
An earlier test scene, prior to animation or shadow integration, showing off tons of dynamic lights |
The light buffer showing my SSAO and shadows, this pic is 2 weeks old at time of posting. You can also see the debug mode features. |
An early version of the water shader |
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