I had lots of things to do, no time etc etc. You know the excuses. But now I want to write another blog about a new Lindenmayer brush for Krita, and though have the motivation to catch up with old posts..
Well, we added loads of new features, mainly graphical ones:
- lens flares and sun dazzle effect
- moving space dust (white circles), which are moving randomly, this is an simple particle system.
- explosion and fire stream effects (more complicated particle systems)
- environment mapping (on the ships and station)
- music and sound effects
- some power ups (armor, rockets, boost)
Here is the video that we made for the presentation.
More than one month since my last post and we (Felix and me) are quite satisfied with our progress. There is some basic game logic (you can destroy the other ship and then the game restarts), health display and physics. We got all points at our first submission and currently we are starting implementing the effects. Environment mapping is already in place.
I’ve made a short video, where you can see bullet physics in action (at the end of the video you can see bullet debug mode enabled).
Unfortunatly I hadn’t time for Krita any time recently. I had to work and do stuff for university. I will focus more on Krita in summer again..
This term i’m attending the second computer graphics course in my university. The goal is to program a 3d game in OpenGL. We (Felix and me) chose to program a split screen flight duel game, as this is a simple game concept, but it’s still very extensible graphics and game logic wise.
The first step was to setup OpenGL etc. (GLEW, GLFW), which produced this first screen shot in begin of April.
We have worked hard and now we have implemented model loading (Assimp), shading, texturing, controls and split screen. Looks good for our first deadline :)
Next steps will be to implement some more game logic, in game display of hull state, frags and menu and then physics. We will use CEGUI and Bullet for these tasks..