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HDR and Motion Blur

March 3rd, 2006

I just added fast approximations of motion blur and high-dynamic-range lighting. Motion blur blurs the camera image appropriately in response to really fast movements; this is not the same video echo effect used in Lugaru 1 for slow-motion. High-dynamic-range lighting lets us have pixels that are brighter than pure white, so that they 'bloom' onto surrounding pixels.

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Model skinning

February 19th, 2006

Models can now be attached to flexible physics objects, so that they can bend and twist correctly. This means that I can apply the rabbit model to the physics-based animation skeleton! We can also have cloth, carrots with floppy leafy ends, bendy pieces of meat, flexible rope and so on. These screenshots are from an animation demo in which Turner ...

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Complex Rigid Body Dynamics

January 5th, 2006

The physics models from the editor now can be synchronized with complex visible models, which means we can simulate physics on detailed objects very efficiently. I got video recording working properly again too: Yes I know it is hovering slightly above the ground, but it only does that in the editor (because the shadow helps manipulate points on the x-z ...

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More Physics

December 24th, 2005

I am back from college for winter break, so I have much more time to work on Lugaru 2 programming 8) Most of our efforts recently have been on content creation; we now have most of the weapon models done, most of the furniture textures done, and many of the sounds and songs completed. Yesterday I spent a lot of ...

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Concept Art

November 16th, 2005

Here are some of Aubrey Serr's amazing concept pictures for Lugaru 2: For comments, see the original thread.

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More Weapons

September 30th, 2005

I have been working on various less visual areas like scene management, sound, and so on, so I decided it is time for another screenshot update 8) Here are ten of the weapons we have so far: For comments, see the original thread.

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Weapon Reflections

August 23rd, 2005

The Phoenix engine now supports a form of gloss map, which allows us to modulate the reflectivity of surfaces using the alpha channel of the texture. This means that we can easily render models that reflect light differently from different areas. Don't forget to clean off your sword after you use it... For comments, see the original thread.

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