{"id":280,"date":"2009-07-12T14:36:51","date_gmt":"2009-07-12T14:36:51","guid":{"rendered":"http:\/\/positech.co.uk\/cliffsblog\/?p=280"},"modified":"2009-07-12T14:36:51","modified_gmt":"2009-07-12T14:36:51","slug":"fighter-hulks-and-some-aborted-stuff","status":"publish","type":"post","link":"https:\/\/www.positech.co.uk\/cliffsblog\/2009\/07\/12\/fighter-hulks-and-some-aborted-stuff\/","title":{"rendered":"Fighter Hulks and some aborted stuff"},"content":{"rendered":"<p>I spent most of Saturday wasting my time on code that I reverted. Long long hours were spent working on bloom effects and shadows for ships passing over each other.\u00a0 Eventually both were rejected. The bloom code simply didn&#8217;t look that good, and the shadow stuff proved to be hideously involved and likely very slow. I know people might assume you can do it simply by just rendering the ships to a separate render target complete with shadows, then slotting in the background later, but you can&#8217;t, due to laser and particle effects lying &#8216;between&#8217; ships and also needing to be blended with the map background at render time.<\/p>\n<p>Anyway&#8230; who cares :D<\/p>\n<p>What I *have* got working is hulks for fighters. Previously a destroyed fighter was just obliterated by a fairly low res particle effect. The effect still needs improving, but now destroyed fighters linger as debris. Crucially, the fighter hulk maintains its momentum for a while, so they look like their engines just got shot out, and they also drift faster than the big lumbering cruiser hulks. This all looks a bit nicer than before where they just vanished. I also went through and got 4 variants of hulk done for each fighter.<\/p>\n<p>Now I&#8217;m rendering out a few more loading screens, and later I&#8217;ll work on some improvements to particle stuff. Monday onwards will be ai-fleet design and general game balancing.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I spent most of Saturday wasting my time on code that I reverted. Long long hours were spent working on bloom effects and shadows for ships passing over each other.\u00a0 Eventually both were rejected. The bloom code simply didn&#8217;t look that good, and the shadow stuff proved to be hideously involved and likely very slow.<\/p>\n<p class=\"text-right\"><span class=\"screen-reader-text\">Continue Reading&#8230; Fighter Hulks and some aborted stuff<\/span><a class=\"btn btn-secondary continue-reading\" href=\"https:\/\/www.positech.co.uk\/cliffsblog\/2009\/07\/12\/fighter-hulks-and-some-aborted-stuff\/\">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":[105,4],"tags":[],"class_list":["post-280","post","type-post","status-publish","format-standard","hentry","category-gratuitous-space-battles","category-programming"],"_links":{"self":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/280","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=280"}],"version-history":[{"count":0,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/280\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/media?parent=280"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/categories?post=280"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/tags?post=280"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}