{"id":176,"date":"2009-01-18T16:41:13","date_gmt":"2009-01-18T16:41:13","guid":{"rendered":"http:\/\/positech.co.uk\/cliffsblog\/?p=176"},"modified":"2009-01-18T16:41:13","modified_gmt":"2009-01-18T16:41:13","slug":"damage-textures","status":"publish","type":"post","link":"https:\/\/www.positech.co.uk\/cliffsblog\/2009\/01\/18\/damage-textures\/","title":{"rendered":"Damage Textures"},"content":{"rendered":"<p>I&#8217;ve spent all day working on damage textures, and they work, even if my amateurish texturing makes them suck a bit. I&#8217;ll get proper artists once I&#8217;m sure how the game will look and play.<\/p>\n<p>Rather than doing anything cleverly procedural, I&#8217;m defining set damage sprites for each ship that layer on top of the ship once it&#8217;s been hit at that point (see below).<\/p>\n<p style=\"text-align: center;\"><img decoding=\"async\" class=\"aligncenter\" src=\"http:\/\/www.positech.co.uk\/blog\/damage_texture.jpg\" alt=\"\" \/><\/p>\n<p>There is a combination with some of them of being a static texture, and having a particle emitter on them which makes it look better when the ship is moving (hopefully running away at this point).<\/p>\n<p>There&#8217;s tons more code to write and tests to do before I become convinced that this works and looks ok. I&#8217;m not happy with it yet, but it looks better than the ship remaining spotless until it suddenly goes bang and dissapears. It&#8217;s also very expensive in CPU\/GPU terms so the framerate nosedived a bit. It&#8217;s still way over 120 FPS in debug, so I&#8217;m not worried, plus I havne&#8217;t made any obvious speedups yet. Don&#8217;t forget I have a decent PC, so I&#8217;m aiming to ship a game running comfortably over 100FPS on mine, so that it handles 60FPS for lower end machines.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;ve spent all day working on damage textures, and they work, even if my amateurish texturing makes them suck a bit. I&#8217;ll get proper artists once I&#8217;m sure how the game will look and play. Rather than doing anything cleverly procedural, I&#8217;m defining set damage sprites for each ship that layer on top of the<\/p>\n<p class=\"text-right\"><span class=\"screen-reader-text\">Continue Reading&#8230; Damage Textures<\/span><a class=\"btn btn-secondary continue-reading\" href=\"https:\/\/www.positech.co.uk\/cliffsblog\/2009\/01\/18\/damage-textures\/\">Continue Reading&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[4],"tags":[],"class_list":["post-176","post","type-post","status-publish","format-standard","hentry","category-programming"],"_links":{"self":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/176","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/comments?post=176"}],"version-history":[{"count":0,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/176\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/media?parent=176"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/categories?post=176"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/tags?post=176"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}