Spellcaster Studios

Make it happen…

Player occlusion

I wasn’t very happy with the way the camera behaved when the player got occluded by nearby voxels…

player_occlusion01

Sometimes it works nice, but most of the time it’s unsettling from a gameplay perspective… What’s happening is that when the camera is occluded, it will zoom in the player and then zoom out when it’s no longer occluded…

Another problem is that when the camera gets so close, you lose all sight of potential enemies, or even exits of the occluded area!

So I decided to try something new… Instead of moving the camera, change the Z-function and draw the player with another shader:

player_occlusion02

The result is way better from a gameplay perspective, in my opinion!

screen643

And it even accounts for half in/half out… You still can’t see your shots, but you can see enemies occluded this way as well, and the rendering cost is almost negligible!

Now listening to “Blue Stahli” by “Blue Stahli”

Link of the Day: Everyone knows of my interest on Assassin’s Creed, so…

Comment