Improving the Interface

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Re: Improving the Interface

Postby klauss » Tue Nov 29, 2011 2:00 pm

rivalin wrote:sorry, just that some of the bars (e.g. shields etc) need to be able to be filled and unfilled by rendering only part of a bitmap. I'm guessing this is how it's done already,

There are two supported ways.

  • By rendering only X% of the top/bottom/left/right part, as if it was a progress bar
  • By setting time position on an animation sequence

I don't think anyone used the second one yet. But it's there.
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Re: Improving the Interface

Postby klauss » Tue Nov 29, 2011 2:02 pm

travists wrote:Now a question for those that know the engine. Can we do lens flare when looking toward the local sun? Ship art here is great too (not ours :cry: :cry: ), but a little detail like that would bump up the classiness of the game.


The complicated part is occlusion querying and positioning of the flare to account for occluded areas. Possible, but tricky.

We had decided way back to postpone those tricks to when we're using Ogre, which has nice support for all those effects through HDR rendering.
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Re: Improving the Interface

Postby travists » Tue Nov 29, 2011 2:13 pm

Ah well... looks like Ogre is coming along nicely anyway.
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Re: Improving the Interface

Postby klauss » Tue Nov 29, 2011 2:18 pm

Do you mean LuaVegaOgre?

Or planet stuff?
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Re: Improving the Interface

Postby travists » Tue Nov 29, 2011 2:29 pm

All of it! :mrgreen: In general it looks like they are getting Ogre plugged in and functional. But, mostly planet stuff. (There's two threads man, but only one link per word.) The basics of gravity is well under way too!
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