Friday, March 22, 2013

Game Graphic 9

            Finally, got our graphic effects  little advanced :).  
            This assignment asks us to finish both Environment Mapping and Opaque bucket Texture.  For me the principle for these effect are kinds like light effect that we finished on previous assignments. Just like this:
            There is no light on this place, but we imitate how light may effect the result directly on another place. Similarly, imitate how environment may show on the cube or sphere like mirror. Even though, there actually no such environment around us. Not to mention that put the whole Opaque bucket as Texture.

           By understanding this, what we do next is just figure out how to blending color. Just like John said yesterday on class "Graphic is kinds of process computer only care vertexes position and the sequence to building triangles. Finally do lots of blending color work"
          Here are results and screenshot from PIX of Opaque bucket render target used as texture:   


    
                                    


      Another funny part is to do Environment mapping on Sphere.
                               

   Code


 




Tuesday, March 19, 2013

Summary Preface

             For a long time, that I haven't write down something about my game development experience yet. This semester is super busy. Both of our Game Engine Class and Game Graphic Class ask us to do lots of coding work. Besides, I need working on LeoProject to finish a museum game with Cohort 2 students. At same time, Game project class is moving to final  graduation project now.  
           At first, I join to Rover Rescue try to building a RTS game, which treat "survival" as unique sell point. We do design this game very carefully. Everybody expressed some awesome ideas to make a students'  RTS game fun enough.


              However, our game prototype does not pass the "Gate" which   guarded by industry panel  and professors. So the team had to dismiss and team members have to join other teams which passed the "Gate". 
         Even though this fact is heart breaking. But project have to move on just like life itself. I will do a detail summary on other post to keep in mind some design traps. 
         

         I am working on "Vinyl" team right now, a nice design music game as graduation project. I believe this game have grasped the "Dark Bible" of  what a student game should like. Focus on fun and easy to play. Plus unique Music elements, "Vinyl" should have a great chance to be a excellent game and got published.
           

Friday, March 8, 2013

Game Graphic 8

    Here comes Normal map. Such an amazing technology which has changed computer graphic dramatically. Honestly Speaking, I have no idea that what "map" mean here before this class. So I had do lots of reading to figure it out. But I believe the time I spent on the reading are worth and important. It gives me lots of information beyond class.
    Here is results that "RAISED" raised and "SUNKEN" sunken on cube surface.





  My camera work as rotation effect so I have to change  older transparent entity (close to Camera) to use normal materiel for observe the result. So it ruined transparent effect already created(below). This remind me how important the design process. (My program do not have the function to close to the object at first because I don't know it should have in future.) Or it will cause lots of trouble.
                            

 John's class ask us to do lots of stuff beyond game graphic. It's hard and painful experience to grasp them at first. But once you cut them down one by one(plus new stuff coming and merged). I gradually know why we should do task like this way. And what the benefit to do like this.

Code




Friday, March 1, 2013

Game Graphic 7


    Here is the result that we can see that one partially transparent object closest to the camera, and then another partially transparent object through the closest one , and the through both of them.......... 
  
                           

   I did have some difficulty on understanding "current pix location" on DX document at first. So it turns out I thought BLENDOP.. SRCBLEND.. DESTBLEND was three parameters for one function at same time. ..
   Plus so called "buckets" , our code become more structure expandable and integrated.
  Code
     
  And bellow are PIX screenshots
  Opaque and translucent expand