Weekend overtime

Posted on 2011-06-12 in Stingray Incursion
I've had a good weekend in so far as Stingray is concerned. I also suppose that it's time I add it to the features on this website. Anyway, the alpha blending problem was sort-of solved after I posted on stackoverflow.

I say sort-of, because if you read the articles that was linked by Andrew, it's quite obvious that I didn't understand some pretty basic concepts very well. For instance, the depth buffer. That forced me to rethink my design a bit, and how I process the content for drawing. It also forced me to do some math, and I realised that for items like the palm tree, it might just be possible to model it completely instead of using very few faces with alpha blending. And as a result it actually looks better.

Apart from the above, I've managed to get somewhere with one of the enemy units as well. A simple recon vehicle. Here is a render of it. There's still a bit to do before I can use it as a game model, one of which is the texture coordinate unwrapping, which will probably prove to be a pain.


You might have noticed that there is a rather complete lack of concept art so far. The fact of the matter is, I just don't have the time to sit and churn out pencil sketches or otherwise to design the game elements. However, as things start ramping up, I'm pretty sure I will have to take a step back and spend some time on this.

Other posts in Stingray Incursion
It's been slow progress for us, but, at least I've managed to complete the unwrapping of the recon vehicle. It's got a basic color map for now, with little or no details at the moment.
I've been thinking about my problems lighting my scene using directional light (the mentioned sunlight system) for a while now.
There's no release or anything, but the more we finish the more excited I'm getting about this project. Honestly...