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Post Processing Layers

1 or 2... I experimented with some Post-processing layers. I think using film grain and vignette will really add to the atmosphere of the game, other effects I think I want to wait till I have a closer to finished product to test with before making a decision. I also think I want to keep the effects subtle so as to not be obnoxious so I'm going to try to use as few as possible .
Recent posts

Affine texture mapping : Subdivide Mesh

Af fine map indeed Another bug I  encountered in my previous project was when using the PSX shader on large surfaces the warping became severe which was disorientating while playing. This is because the affine mapping that the shader does to emulate the affine mapping the PS1 did, approximates the positions of vertices in screen space meaning that if the vertex in question is far off-screen the approximation becomes more inaccurate meaning that if you subdivide the meshes into smaller triangles the effect is drastically diminished.

Psx Linear Fog Fix

Trippy warning. During the development of my previous project, I encountered a bug with the PSX shader seen in the video above. When using fog the shader would break even when using linear fog which was advised with the shader. After a lot of messing around with settings, I found if I increased the fog start distance it fixed the bug.

Barbican Images : Research

Bar bar barbarians Images of the barbican estate in London.  I want to try to incorporate some of the different shapes that are prominent in the architecture of the barbican into my designs for my game. The semi-circles in particular are quite interesting as they reoccur in a variety of different places throughout the site.

Photoshop Texture Error Fix

The Pixel The textures in When the Sleeper Wakes ended up being blurry when I resized them. This was because when I resized the textures I accidentally left resample on which meant PS averaged the difference between pixels to break up the harsh lines of pixels. Which was the opposite of what I wanted.

Barbican Grey Box : Lvl 1 & 2

Ya gotta think outside the grey box, ya know These are the grey boxes for the first 2 Lvls of The Barbican. The first is a straight shot to the objective to familiarise the player with their goal. The second is a spiral to introduce alternate paths to the player and encourage exploration of the environment. The Initial rooms with the Npc and dialogue will be separate scenes.

Psx/Unity Shader Render issues

*Insert Joke Title Here* While testing some of the different Unity Templates I discovered that due to a change in the way that unity handles shaders a few years ago the PSX shader doesn't work with either the universal render pipeline or the HDR pipeline. This means that I must use the built-in unity renderer if I want to use PSX. This isn't the biggest issue but does illustrate the problem of using older resources found online that they often aren't kept up to date with current standards.