Weather system

During this week I’ve been working with a weather system and tried out the particle system integrated in Ogre. The weather system randomly changes states between cloudy, sunny and rainy weather. The rain state uses particles to simulate the raindrops. The lighting in the scene changes between the diffrent conditions.

rain.JPG

/Martin A

AI-progress this far

Since the last time I’ve blogged about the AI-progress much has been done. The whole AI-structure is in the game and I’ve found it working quite well. It’s easyto expand and make more complex, so I’m happy with it right now.
The AI can take over zones and attack other players. I’ve also done it so that the Teams can prioritize different zones before others depending on its degree of expansivness. The degree depends on a number of parameters such as the number of zones taken over and the number of units the team has.
Right now im trying to optimize a little bit to make it better with searching for enemy-units.
It’s going pretty much as planned :)

/Bo

Nebez Projects WIP3

Due to an event beyond my control, the time between this update and the last from me took longer than anticipated.

I’ve been done with the geometry since last week and been busy trying to UV-map it. I Forgot to post images of the finished geometry, so here’s a wireframe on shaded screenshot:
house_nk_projects5.jpg

Here’s some beauty shots with diff+amb-occ:
house_nk_projects3.jpg
house_nk_projects4.jpg

And here’s the diff map:
house_nk_projects6.jpg

//Nebez

Progress

I’ve been changing vector class in the entire project to a custom class, and it takes some time because it’s a lot to change and the compile errors seems to be multiplying. But i will probably finish it tomorrow or wednesday.

//Fredrik A

Animation blending, shaders & shadow mapping

This week I’ve been implementing animation blending and it works really well. I’ve been having some shader problems during the last two weeks and I’m still trying to get it to work. I have also spent some time on shadows and tried out different techniques. Ogre has some limitations with shadow mapping which we’re going to use so I’ll probably write my own shader for this.

/Martin A

 

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