Random screen shot:
Category: Sector13
Sector13 [Screenshot]
Each of the 32 ships now has its own loading screen:
Sector13 [Screenshot]
It’s been a while since I posted a Sector13 screenshot. We’ll we have the artist team working on modeling assets like capital ships and this space station. Although, they are in the tweaking process aligning polygons and making textures. You’ll also see that the targeting system is taking shape.
Sector13 [Screenshot]
GCDF ships now have a new device called a micro-missile launcher. The device launches 9 concurrent missiles which activate 55 milliseconds appart to attack their targets. This is the Thunderbird.
Sector13 [Screenshot]
Random Screenshot:
Sector13 [Screenshot]
Today, I added new OSMC gatling blaster effects. When a physical bolt collides with an object, a splinter of sparks shoot off from the impact zone.
Sector13 [Screenshot]
Updated the test AI logic to make the ships much more aggressive. Made the camera/ship controls liquid smooth. And fixed the Spd9000 shield mesh to use an animated texture and only appear when hit by a projectile.
Sector13 [Screenshot]
Here’s how to do game development with style.
Sector13 [Screenshot]
Well cranked out a lot of code this weekend! Added new weapons, new materials for projectiles, and made use of Nvidia’s toolkit to make shaders. All 32 ships now have Cg shaders.
You can see the shader adds a nice look with a specular component.
I’m starting to take a liking to the new hornet ship.
Sector13 [Screenshot]
Just added light and super laser weapons to the SPD-9000. SPD-9000 super lasers are equal in damage to the Grimlock lasers.
Sector13 [Screenshot]
Just added the new SPD-9000 along with its HUD.
Sector13 [Screenshot]
Increasing the detail of my planet shader using a combination of textures, multi-pass pixel shaders, and fragment shaders.
Sector13 [Screenshot]
Added a nice plasma shield around the ship. The Ogre engine makes [Animated Textures] so easy for this kind of thing.
texture_unit
{
wave_xform scroll_y sawtooth 1.0 -0.05 0.0 1.0
texture raven_shield.png
}
Sector13 [Screenshot]
Capital ships are starting to enter the arena.
Sector13 [Screenshot]
I just realized I haven’t posted a Sector13 gameplay screenshot in sometime. One of the cool things we are adding is dynamic skyboxes which will contain shaded and bumped meshes to look even more realistic. Within the coming weeks we will start to expand with some great AI.
Sector13 [Screenshot]
Added dynamic functionality to the HUD. I.e. Indicators, 3d Gyro and Target Ship display.
Sector13 [Screenshot]
Added a HUD overlay using CeGUI with multiple ImageSets.
Sector13 [Screenshot]
Starting to add HUD overlay logic using CeGUI.
Sector13 [Screenshot]
Added support for multiple AI ships:
Sector13 [Screenshot]
Added gibs support to rip ships apart.
Sector13 [Screenshot]
Added particle system effects to explosions and flame trails.
Sector13 [Screenshot]
Added a laser cannon barrel flash effect using a Ogre::BillboardSet objects.
Sector13 [Screenshot]
Added some basic shield logic using a transparent material with a shield mesh object:
Sector13 [Screenshot]
Newest features, added engine glow using billboards and explosions using ParticleSystems. “Sector13” is from [Reactor Interactive]. This is just a little in progress screenshot as we convert the old rendering engine to [Ogre3d].
Sector13 [Screenshot]
The latest project that I am working on is called “Sector13” from [Reactor Interactive]. This is just a little in progress screenshot as we convert the old rendering engine to [Ogre3d]. I’m working on various ship and camera controls.