May 012010

Grass n Weeds
More progress! Some sample weeds have arrived and everything has moved on another notch generally. I’ve almost finished with the grass now, barring stuff like adding real wind turbulence instead of some dodgy sine wave motion. Must get some trees in soon too – I need to do something to drop the frame rate below 150 after all…
Posted by rubicon at 1:58 PM
Apr 252010

Grass
Made some progess. We now have variable density (for paths, areas under trees/weeds/etc.) and also the ability to paint on it. Also, the LOD management is finally working well – there is a LOD break right through the middle of the pic; bet you can’t spot it ?
Posted by rubicon at 11:26 AM
Apr 152010

Grass
Early days, but here’s a quick screenie of a new grass rendering system we’re incorporating into our Raz0r engine. When complete, entire fields of high definition grass/corn/etc. can be rendered at useably fast frame rates even on DX9 era hardware. More to come later as this project progresses – I just wanted to put something out there at this stage…
Posted by rubicon at 1:07 PM
Apr 052010

Deep Parallax Occlusion
As a bank holiday time filler, I’ve just added “Deep Parallax Occlusion Mapping” to our Raz0r engine. Given it’s multi-pass, cross-platform nature, this was quite an effort and I’m pretty pleased with myself!
This AAA technique throws mud in the eye of traditional, low rent bump/normal mapping and the picture speaks for itself – the walls and floor are flat polygons lit by a spotlight.
Posted by rubicon at 11:10 AM
Feb 262010

Push It!
Our brand new self funded title “Push It!” is almost ready to go live on the Antix AGP player system for popular cellphones and other embedded devices. “Push It!” is our take on the classic Sokoban gameplay, with a few new twists of our own. A dedicated page will be forthcoming…
Posted by rubicon at 1:04 PM
Nov 302009

Cocktail
We’ve (well, I’ve) been working on a new self-funded development for a couple of days now, and the first pass of some graphics have arrived. Very early days yet, but I thought I’d post this for posterity and comparison with how the game finally ends up.
It’s a time management game where you play the part of a harried bar tender trying to please a never ending parade of ever more demanding customers.
Posted by rubicon at 9:20 PM
Nov 122009

Single Pass PSSM
Raz0r, our internal games engine, has had directional light shadows for a long time, but the shadowmapping implementation was far from cutting edge. This has now been addressed with the addition of a Parallel-Split Shadow Mapping technology that makes directional light shadows appear pin sharp, even when used in massive worlds.
The attached pic is obviously a test scene that’s not trying to push the envelope in terms of visuals, but it does display a large outdoor environment with plenty of instancing and a nice crisp shadow on the ground wherever you look.
The method runs in a single pass (both when generating and later when reading back), storing 4 levels of splitting into the R,G,B and A channels of a standard texture at full resolution. The whole effect runs well on the DirectX 9 pipe, supporting down to shader model 2 which is our minimum spec.
Posted by rubicon at 5:04 PM
Oct 212009
It’s quick and dirty, but I’ve finally posted a first draft of my tutorial for performing screen space ambient occlusion using directx 9
Posted by rubicon at 3:21 PM
Oct 212009
Our new look site just went live. Please bear with us as the entire site is still under construction and a lot of the content is either placeholder or missing completely. I’ll be addressing that over the next couple of days.
Posted by rubicon at 9:21 AM
Oct 192009
We’ve just switched over to using a blog-based website, so we stand a chance of keeping it up to date! Much as we’d like a swish site, we’re too busy actually developing titles to spend much time messing around with html.
Posted by rubicon at 6:45 AM