Category: game development

  • SSAO Screen Space Ambient Occlusion

    SSAO Screen Space Ambient Occlusion

    I isolated the inherited SSAO contribution to the overall post processing effects and was a little underwhelmed Definitely some AO contribution but this type of post processing is quite expensive to compute, so thought it could get a lot better. After a trawl of what others had achieved, a refactor of the shader produced this…

  • Terrain – overhangs, caves and hoops

    Terrain – overhangs, caves and hoops

    Cogwheel Chronicles uses a typical 2D height map field to store and regenerate its terrain geometry. This doesn’t allow such features as caves and crags, so more ‘fakery’ has now been employed with the terrain shaders. The shaders used specifically for terrain can now also be used for additional model geometry, using the appropriate world…

  • Channel Packing

    Channel Packing

    Channel packing is extremely common in game engines these days, however was not available to Cogwheel Chronicles until now. I’ve adopted the ‘MRA/RGB’ pattern, in that the PBR metalness texture is stored in the Red channel of the ‘packed gloss’ texture, roughness/gloss goes into the green channel and baked AO into the blue channel. Three…

  • cybernescence studio

    cybernescence studio

    Back in the day when I was a member of a prestigious business software association and discussion forum, occasionally people would share pictures of their office space just for fun. Here is a one part of a wall in the cybernescence game studio. The steampunk lamp I built myself from an old paraffin blow torch…

  • Cogwheel Chronicles – Cel Shading

    Cogwheel Chronicles – Cel Shading

  • Cogwheel Chronicles – Beta Progress

    Cogwheel Chronicles – Beta Progress

    So have been working on allowing video intros to work on launching the game – this dragon revolve is not the finished version, just a rough cut to test the game engine updates.

  • Cogwheel Chronicles – Game Controls

    Cogwheel Chronicles – Game Controls

    I’ve been working on polishing some of the surrounding assets required for the standalone, game control below and obligatory screen shot

  • Cogwheel Chronicles – Engine Updates

    Cogwheel Chronicles – Engine Updates

    Masses amount of progress has been made with Cogwheel over the last few months, some of the engine changes to support the game are illustrated below by associated new lua commands: SetSkyOptions(mode,skytime,rotateandlight)–mode = 0/no change, 1/off, 2/sky as local time, 3/sky as skytime(input)–skytime = decimal hours (e.g. 14.5 is 2.30pm), only used when mode =…

  • Quest / Goal Control Within Cogwheel Chronicles

    Quest / Goal Control Within Cogwheel Chronicles

    There will initially be 16 quests within the first incarnation of Cogwheel Chronicles – these will range in difficulty and some will only be available once others are completed to (mostly) facilitate pace and learning of game play. Quests can be found within the Cal-Landan air city at the Elektrikal Wizard free house and the…

  • First cut scene test for Cogwheel Chronicles

    First cut scene test for Cogwheel Chronicles

    The avatar is based on the in-game Cathodia Callan character. The voice at the moment is just text-to-speech Microsoft Anna (to be swapped out for a real voice soon)