I have just created another production. This time is an Horizontal Scrolling Shooter in 3D featuring 1 level, a boss, per pixel light and glow.
Check it out and say what do you thinck:
http://www.scene.org/file.php?file=%2Fp ... p&fileinfo
This game was apresented first time in Inercia Demo Party 2005 and came first in gamedev compo.
Some screenies:
Nem shmup - VIGDP2
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sniperwolf
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captain ahar
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interesting work. i know you sort of warn those without a decent video card, but when i tried it the the 2d images (menu, hud, bullets) were sliced in half (triangle wise). also, the lighting obscures enemy motion to the point of many pointless deaths.
very good graphic work though, the only thing that kind of messes it are some of the camera tracks (like the craft is looping through a bended tunnel).
very good graphic work though, the only thing that kind of messes it are some of the camera tracks (like the craft is looping through a bended tunnel).
I have no sig whatsoever.
Thanks for the answers ppl
About tutorials...well, there are a lot of tutorials around the internet. You can, however, download the program RenderMonkey from ATI. They have a lot of examples. This program is as well very goos to experiment stuff and see how things works.
About the glow effect, you have a good article in the gamasutra about that:
http://www.gamasutra.com/features/20040 ... s_01.shtml
The glow I implemented uses 7 texture lookups per pass and 4 passes (2 vertical and 2 horizontal), thats why it is so heavy even for fast computers.
Well...It was all developped in C++ using D3D9. Graphically, I did implemented per pixel lighting, bump mapping, per pixel specular lighting and glow.sniperwolf wrote:That is just gorgeous. If you don't mind my asking, what did you program it in? Any tutorials on per-pixel light and glow? I'm trying to figure it out with DX9 / C#...
Again... just... wow. That's just incredible. I bow at your feet and worship the ground you walk on.
About tutorials...well, there are a lot of tutorials around the internet. You can, however, download the program RenderMonkey from ATI. They have a lot of examples. This program is as well very goos to experiment stuff and see how things works.
About the glow effect, you have a good article in the gamasutra about that:
http://www.gamasutra.com/features/20040 ... s_01.shtml
The glow I implemented uses 7 texture lookups per pass and 4 passes (2 vertical and 2 horizontal), thats why it is so heavy even for fast computers.
Strange!! Can you tell me what system do you have?but when i tried it the the 2d images (menu, hud, bullets) were sliced in half (triangle wise).
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captain ahar
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captain ahar
- Posts: 3182
- Joined: Wed Jan 26, 2005 10:03 pm
- Location: #50 Bitch!