Sunday, November 1, 2009

GLSL Continued


Yesterday I had decided to relax and take it easy. It was Halloween, a Saturday, and figured I'd just play games instead of making them Saturday and Sunday. However, playing games ends up creating additional ideas in your mind when you're a game developer, and I tend to call it "research" more than "playing."


I was "studying" Call of Duty 4: Modern Warfare by Infinity Ward (IW Engine), Far Cry 2 by Ubisoft (Dunia/CryEngine), and Fallout 3 by Bethesda Game Studios (Gamebyro). While playing (um, "studying") I was examining their post-process effects. I've already had in my mind what I wanted for most of my post-processing effects for Eternal Crisis and for what situations.


I like to examine other games just to study what works and what may break the effect intended; not to steal ideas. Well, okay, technically I am stealing ideas, but just about every post-processing effect can be found in multiple games, so everyone steals post-processing effect ideas. The only difference is specific effects are copied between all games (i.e., High Dynamic Range, Bloom, Volumetric Light Scattering) and there are specific effects that vary between games.


There is no difference in my case. I have plans to use specific post-processing effects during specific conditions in my project, but I will introduce effects that are not common with other games. Once I've finished them I will post the results in this blog (now that I've fixed the layout width to allow me to share 800 width images/screen-shots).


I still plan to relax today, but I will jump between gaming and programming.


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