Fog of War Rendering
A mini article about how I handled rendering the limitation of in-game visibility for players!
- Research
- Rendering
The process of rolling my own engine, alongside my co-programmer Hayden has been a long, exhausting but incredibly fun process. First inspired by a prior AIE project that was made sans-engine, I immediately became interested in graphics programming. This evolved into a general love and drive for developing my own solutions to problems, and researching different avenues of tackling problems. And because of that, we have been able to develop:
For the short generic infodump, the features I ended up contributing to the engine were:
- The rendering stack (Deferred Rendering, Post Processing, Immediate/Forward Rendered UI, SSAO, Frustum Culling, Decals)
- The collision system (2D with Circles and Polygons, implementing SAT, detailed more in my physics article!)
- The Navigation System (A*)
- The general scene hierarchy (Object/Component system)
A mini article about how I handled rendering the limitation of in-game visibility for players!
- Research
- Rendering
A quick description of the process through which we developed and arrived at our pathfinding system!
- Research
- Algorithms
A reflection and post mortem about the flaws and strength of the UI system I wrote for the engine. And in particular, what I
would do next time.
- Code Design
- System Design
Trying my best to deliver on tools and customisation for design, and programming.
- Code Design
- System Design