Friday, 11 March 2011

Toying with odds and ends

Not been able to get much work done today. Shocking events in Japan and the mudanity of domestic tasks. I find it hard to keep up with current events as I really can't stand the inanity of rolling news broadcasts.

Dave was giving the Apache cockpit a bit of a polish, improving some of the canopy framing, I noticed more detail on the nuts. And he's finally working on the boresight device on the dash which I hate the look of. Polish passes come as and when we feel like doing something else.

While AD was working on that I tinkered with the HDR shader. I'm not liking it but I wanted to post some shots to show what a difference tweaks to post-process filters can make. My intent was to add a vignette effect which is a dark shaded region framing the image, you often see it on Top Gear motoring programs, FSX add-on videos, Apache Air Assault used it to add visual drama. Its like adding a perma 'g-loc' effect to your game.

"Who's messing with my medication?"
A great combination of post-process effect layers add visual production value to such games for relatively little effort. Leadwerks has fantastic post processing capability which is open to expansion and experimentation.

"I'm blacking out, hellllp" HDR and vignette 
I'll use it in videos but for me it gets in the way, although it might have use when we come to doing the PNVS and FLIR imaging. By ramping up the pixel intensity you can create some washed out visuals.




By simple tweaking of post shaders we can create different moods and looks. When we get to the 'final edit' we can lock down how we want the visuals to 'feel'. Although one interesting concept could be borrowed from the 1999 film "Three Kings" (dir David O Russel). This employed a negative bleeching process which related to the characters moral ambiguity, gradually wearing off as the film progressed. Colour intensity helped relate the story even if you didn't notice it. I don't know if this has been tried in a video game as a progression of the hero story, certainly war based shooters have copied the bleeched look in an attempt to try and look more like action movies.

Targets

Targets have been occupying my mind. Last night as I was finding new ways to blow up command tents in LUA script and throwing dozens of non-shadowed point light sources at Leadwerks wondering if it will slow down my dev PC (it's still hitting 60 fps with a full stream of tracers with individual light sources).

The slides from GDC about Battlefield 3 (now using a deferred rendering engine too) looked quite interesting, using cell based optimisation to squeeze performance out of the Frostbite engine. Slides here

A recent YouTube video showed soldiers running under transparent smoke with shadows (transparent shadows). Battlefield 3 Trailer - See smoke at 1min 30sec this is a feature of Leadwerks Engine 2.40 using pureLight technology (btw you don't need pureLight for this, it's part of the engine). Pretty amazing mix of global illumination and dynamic lighting. Something we tried for rotor down-wash with quite impressive effects.

Dave sent me some concepts for 'paper' targets which serve to illustrate how small people are and the difficulty of picking out usable information from helicopters.

Durka Durka!!?!!
Deadly cardboard cut-outs
Hey, it's a video game, we can do anything we want.
I don't know if Dave wants to plant an old school bus in the firing range or what. But I think we might go for a 'container' city. I sent him off to watch "Blue Thunder" (dir John Badham). See what he thinks.

Rather than go through each and every LUA file for models I think I'll opt for adding something to the scene processor that tags objects with the message callback used to register damage taken. Regarding how much damage something can take, I find the .INI system for models still works well for this kind of simple information. If it just records armour type and thickness for each quadrant you can use some simple processing to work out thermal and kinetic penetration requirements. Again, see the excellent "Physics for Game Programmers" (Grant Palmer) published by Apress.


Flight Sim Show - Italy

Fred is attending a flight sim show in Verona (http://www.modelexpoitaly.it/eventi-pvi.asp) next week where he's organising an FSX helicopter event. We'll try and get a new video showing the firing range and weapons deployment ready for that.

Nice one Fred, it looks like a lot of fun.

21 comments:

  1. You know... That first screenshot deserves a 1900x1200 version for my desktop.

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  2. I love these soft shadows, play of light, glare and all the filters what you use, and which i do not know;)

    Durka Durka!!?!! :D

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  3. @Spac3Rat Which one?

    I'll stick on of the others on the Facebook page. Assorted clips from today.

    @Banita I really don't know what makes good lighting. It's programmer art, I just enable it and trust in someone who knows what they are doing to say "turn this down a bit, increase this."

    Durka.

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  4. The very first one.

    Forgot to mention I love the cardboard targets. Absolutely amazing.

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  5. hehe I thought so. That's from Apache Air Assault from Activision. Much prettier. I was using it to reference lighting effects. It's a great game, check it out on YouTube. I have it for PS3.

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  6. Yes great game, but extremely short, OMG do not know how can release such short games :(
    Lighting-good info -not imagine how it will be looked after calibration:)

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  7. You fooled me there. Not fair, you know??? A sim on PS3? No, thank you.

    Anyhoo, you guys should start thinking about releasing a wallpaper now and then, mate.

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  8. The peroxide filter doesn't do it for me. It reminds me of how the outside world looks for the first 15 seconds after I wake up from a hang-over.

    Farm houses today.

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  9. It gets used in CoD games to represent concussion blast.

    You know, the ground textures in Apache Air Assault are similar to the early multi-pass noise textures I made for the 2002 prototype (minus the normal mapping).

    http://digitality.comyr.com/flyboy/chelo/screenshot_mountains_01.jpg

    I'm busy with another birthday party today, then cleaning up the house....then tomorrow...another birthday party. I never had birthday parties, if I was lucky I got a cake at tea-time.

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  10. I wouldn't really mind some top gear style effects. That Lotus vs Apache clip looked great.

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  11. I'll have to dig that clip out. It was pretty cool.

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  12. Have fun Flexman maybe when you rest you will have better ideas than the last trash;)))
    In my city+15 and strong sun, spring coming.

    Imo Cockpit in apache air assault looks ugly, but this is a game for kids, so no wonder.

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  13. I have to respectfully disagree about Apache Air Assault, it's great at what it does and the cockpit visuals are good for what they need to be. You can't click on all the controls so they don't need them.

    As an action game it works great and it's also one of the few PS3/XBOX games that works with a full HOTAS (Saitek X52 recommended). That was quite a thoughtful thing to do for rotor-heads.

    I wish we had a fraction of the budget.

    I'm a gamer too, and I'd rather play games like this than a lot of hardcore PC flight sims, seriously. I don't find PC combat-sims made today fun, I'm with Sid Meier on this one, they lost the plot some time ago and branched off into a different genre more akin to Photoshop than entertainment. They give you a paint brush and tell you to "go paint". What if you're not a painter? What I want is to be a Rembrandt and have a brush, maybe do some painting by numbers. Imagine Guitar Hero but instead you get a real guitar and some sheet music. That's what PC flight-sims have become.

    It wouldn't take very much to fix it but they don't seem interested in that area at all. They make PC games but don't employ game designers or consult play-testers.

    But I won't re-hash old arguments we had elsewhere. If we fail as a concept we fail but we won't know until we try. God knows, nobody else is.

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  14. I agree with everything you wrote, AAA is a great game, extremely fun to play,easy and enjoyable.Pity that only has 10 missions, instead of 20-30 :(
    It's the only reservation that i have for this game, the rest is delicious.
    Maybe someday makes available the source code, but I doubt it.

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  15. Yeah the number of missions seems a bit, I can't think of a better way of putting it, cheap. The maps are quite small too, but the smaller the map, the more detail you can cram in.

    Just Cause 2 has an excellent engine, I'd love to do something with that.

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  16. Yes :) Just cause 2 Excellent engine, EFFECTIVE and....another wasted potential game-getting bored too quickly :(
    The curiosity-you are a specialist-This engine is so powerful because use only DX10, or for other reasons?

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  17. The way it uses threads to load in (or stream) objects and the ability to handle a large scale world complete with physics. For a console game the draw distance is huge, it also uses procedural textures.

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  18. If and when SSDs become mainstream, loading in detailed scenery on the fly will be welcomed by all methinks. I'm teetering on the edge of buying one, now the technology has matured sufficiently, Im just wish prices would come down a little quicker to more respectful levels.

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  19. "mo Cockpit in apache air assault looks ugly, but this is a game for kids, so no wonder."

    The mesh is pretty decent, a few errors here and there but it's very accurate considering it's for a game, not a hardcore sim. What really spoils it is the colour. It's blue. Probably caused by strong ambient light.

    Cheers

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  20. AlphaDelta -->Yes, only the colors I had in mind writing about the ugly cockpit.

    Druid-->SSD have undeniable advantages,
    ,on my part only what I am afraid that too fast damage.This is the future, but I prefer to wait a year or two, for better technology.But ... a bootable windows for 4 seconds sounds amazing;)

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  21. Oh yes, Blue Thunder: "Let`s see whats wrong with that schoolbus...." "Dammit we have a problem with the trigger" I watched it so many times when I was a kid...
    Nice paper targets.

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