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.
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.
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
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.
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.