The Little Engine that Couldn’t

For a while now I’ve been trying to add support for a lot of things but I’ve already crossed over into march and I’m still only on 1 tool. I’m much too far behind so I think I’m going to have to cut the experimenting short. Here are some features I was thinking about and my verdict on them.

UV Texture Mapping

With a little help from a document from http://limegarden.net/ I was very quickly able to import .obj files into my tool as well as understand how the obj file works. And if I can import a file I can just as easily export one. I plan to do any major texture mapping outside of my tool. The teapot to the right was done hastily as a test run inside Wings3D . I’ll need to add support for where the seams are textured but that’s a minor issue.

One good thing about the import feature, is I can download and use free models. Why didn’t I think of that sooner.

Fur-Shading

I never even got started doing it, but I decide not to go through with the idea spawned by one Mr. Jimma : j

Conker Live & Reloaded always comes to mind and while I liked the effect I don’t really think its well suited for what I’m doing. It’s a bit of a wild card I don’t need right now.

BumpĀ  Mapping

It’s a neat effect but I’m going to pass on it. I don’t like the idea of adding tangents to my vertex format and it seems to be something that will drain my performance down the road.

Lighting

I want to do bloom lighting! I haven’t tried it yet but I know I want to do it. Shadow mapping is also something I may attempt, I’ve looked into it several times so it’s on my mind at least. I’ll have to get back to these concepts when I actually have objects to project light to.

All this graphical focus is really making me forget about the game but there’s no denying that presentation plays a major role in games these days. Hopefully I can keep up.

2 thoughts on “The Little Engine that Couldn’t

  1. Hehe, seems I almost managed to venture your plans there ; )

    Yeah it looks like a lot of graphical focus, I guess shadows can actually benefit gameplay, when a player perceives the game easier.

  2. Yep, the ol’ always project the player shadow to the ground is a must, but I think I may wanna try some sort of slow spinning fan blocking the light in a dark room effect! Dynamic shadows have always caught my interest.

    Also an Update: After playing around with UV mapping tools, I ended up adding a light version of it to my own tool. The importing and exporting just isn’t worth what other tools are giving me. Strangely enough it took less time to add than to contemplate. |: (

    I think what I have now would be comparable to Milkshape 3D in terms of UVs.

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