Chronicles: Game Development, Game Engines & Retro Futuristic Steampunk Musings.
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The Nautilus hiding at the Pole
Whilst developing a volumetric fog shader for London 1882 a nice side effect emerged, the frosting on the Nautilus and the skull headland is applied by a shader rather than textures on the models.
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Adaptive DOF
The HLSL (shaders) for Cogwheel Chronicles are coming along nicely. Not sure that all will be used in the final release, but it’s nice to have several to choose from to get the look and feel as good as an independent micro team can manage. Below is the Ellenora airship with adaptive DOF (Depth Of…
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Steampunk Found Footage 1882
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FXAA applied to Cogwheel Chronicles
FXAA (Fast Approximate Anti-Aliasing) is one technique that smooths out rendered jagged edges (“jaggies”) within scenes rendered in games. FXAA is now a pretty old technique in game development, many other anti-aliasing ‘improvements’ have been developed since Timothy Lottes (of NVIDIA) developed FXAA around 2009. FXAA though is a really efficient technique (and that’s what…
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Cogwheel Chronicles – The Ellenora Airship
Those who remember Jules Verne’s intrepid adventurers who journey to the center of the earth, may recall they commence their travels on a steamer called the Ellenora. This name has been adopted for the flagship hero steampunk airship that you get to fly in Cogwheel Chronicles. Still some tweaking to be done, but a sneak…
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Not really a first post, but hey ho …
Encountered a catastrophic data loss recently when all VPS settings and data were wiped in a certain (well documented by the press) incident. All our critical data had backups to be reapplied but one aspect that had none was this blog (a conscious decision, blog posts aren’t critical, are they?) On reflection though, we should…
- Airships
- cogwheel chronicles
- game development
- general
- HLSL Shaders
- inspiration
- movies and art
- music
- steampunk
- steampunk games
- the cogwheel chronicle
- the cogwheel engine
- Uncategorized
- Unreal Engine