Shellshock – TGA Project #7


Seventh project at The Game Assembly. It was developed using PowerHouse, an engine developed by me with no middleware and Havok for physics. You can download the game here

Category: First Person Shooter

Duration: 9 weeks half time

Group: 5 Programmers, 5 Graphical Artists

My Role: Code Lead, Tech/Graphics Programmer.

  • Project setup
  • DirectX 10/Rendering
    • Shading/Lighting
    • Instancing
    • HDR
    • Bloom
    • Animations
    • Deferred Renderer
    • Global Illumination*
    • Depth of Field
  • Configuration
  • Loading Screen
  • Script Interface**
    • Lua
  • Placement of lights trough editor
  • A lot of optimizations
  • Launcher

*Implemented box projected cube maps with ambient probes but because of various problems with design of the level made it look very bad so it was replaced with virtual point lights instead. All code for the original GI solution is still available if interested.

** I did not use Swig, boost or any tool like that but created my own interface that used meta-programming in order to make it as easy as possible for the gameplay programmers as they were not interested in learning an external tool.

Shellshock - Depth of field on barrelShellshock - lighting with ambientShellshock - just another picture Shellshock - gradual depth of fieldShellshock - a lot of lightsShellshock - physicsShellshock - crosshairShellshock - enemy

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