Out-takes, when cockpits go bad
My Dennis Norden bit. Out-takes from today. Most programmers we have a few wilco tango foxtrot moments from time to time. Here's a few from today. Starting with "How not to render lights to a buffer."
The canopy glass makes for an interesting effect. Next, an interesting effect you REALLY don't want to see....ARRRRGHHHH....
This is me getting a transform wrong. You can almost see the join between the high detail cockpit and the Apache exterior model. Mind the gap? I did fix this by correcting the TForm and resetting the camera back to the origin. Still have the lighting to correct but it's almost ready. The cockpit is rendered after the world, the zbuffer cleared and the pit is drawn at the world origin so zbuffer and floating point error is nil. All games have hacks to make them work, didn't you know?
Speaking of hacks I highly recommend "Game Coding Complete" by Mike McShaffry. Full of funny developer anecdotes and a brief history of Ultima which is fascinating. As well as many best-practice approaches to game programming.
Moving on, Dave was back to polishing the textures and models. More AO baking, backfaces, specular tweaks. Here's a selection of views from today. (Leaving out the rude England footy twitter jokes, some of which were priceless).
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