donderdag 6 november 2014
BOWLO and site updates
We have been working on some new stuff at Beast Gameware. One of it is our new game project called BOWLO, aka Beast Gameware Bowling. It's a bowling game that is coming out for OUYA. If you like to take a sneak peak, you can go to our updated website: www.beastgameware.com, or you can watch the BOWLO game trailer here:
http://www.vimeo.com/110988167
maandag 8 september 2014
maandag 1 september 2014
More info
For our gamedevelopment we use
Unity3d as the main engine , this will drive our game !
The BeastGameWare team
Unity3d as the main engine , this will drive our game !
The BeastGameWare team
maandag 25 augustus 2014
New terrain system!
Hi folks!
Today we have some new info for you about our in-house terrain system.
This blog post will be about the blending of different textures between parts of each terrain tile and between each tile itself.
Our terrain is derived from a heightmap sculpt which then is converted into a mesh.
This mesh gets further sculpted inside Mudbox and then the final import is done to 3ds max.
From here on we create the roads and the rivers and other waterbodies.
Because the terrain consists of horse track trails and cliffsides it was impossible to use standard tiling textures.
We decided we would make the cliffs stand out and give them dedicated textures that wouldn't be distorted by uv-unwrapping like the standard heightmap terrain has.
This generates a problem.
Because the cliffsides polygons of certain terrain tiles are using non-tiling textures we need to correctly uv-map them on to it.
This creates a seam between the polygons from cliff and the polygons from the terrain.
To fix this problem we tried a few approaches:
1.
The use of "decal/duplicate polygons" , this means the terrain tile is one mesh and the trails and cliffs are created inside the terrain tile.
Where the 100% trail transitions into the terrain 100% polygons we create overlapping faces or decals.
In this way we can use vertex colors painted on these polygons whereas blue channel would be 100% trail tex and the red channel was then used for transparency to blend between the terrain.
This method "worked" but it came with certain flaws, the overlapping polygons would be darken out because of the destination colors of the terrain.
2.
The use of "MegaTextures"
This has a short answer , MegaTextures are nice but they are big memory eaters , not very handy to paint a mistake and certain tools are unavailable to us.
But it could also help in certain ways that we only have one mesh which means one object and the shader would only need to render the megatexture onto the tile which means only one draw call.
3.
The use of "Multi-uv's"
This is our final and currently working method.
Because of multiple uv's we could create it for the cliff/road and tiling terrain.
We still use vertex colors to specify texture channels but a little magic is done by our custom shaders for the game.
And the result is finally what we wanted it to be.
(The images still show non-smooth transitions because the mesh used for the test is not optimal nor does it display the game's world.
Stay tuned for the next blog post which will be our "in-depth terrain vegetation system".
Till then
The BeastGameWare Team
Today we have some new info for you about our in-house terrain system.
This blog post will be about the blending of different textures between parts of each terrain tile and between each tile itself.
Our terrain is derived from a heightmap sculpt which then is converted into a mesh.
This mesh gets further sculpted inside Mudbox and then the final import is done to 3ds max.
From here on we create the roads and the rivers and other waterbodies.
Because the terrain consists of horse track trails and cliffsides it was impossible to use standard tiling textures.
We decided we would make the cliffs stand out and give them dedicated textures that wouldn't be distorted by uv-unwrapping like the standard heightmap terrain has.
This generates a problem.
Because the cliffsides polygons of certain terrain tiles are using non-tiling textures we need to correctly uv-map them on to it.
This creates a seam between the polygons from cliff and the polygons from the terrain.
To fix this problem we tried a few approaches:
1.
The use of "decal/duplicate polygons" , this means the terrain tile is one mesh and the trails and cliffs are created inside the terrain tile.
Where the 100% trail transitions into the terrain 100% polygons we create overlapping faces or decals.
In this way we can use vertex colors painted on these polygons whereas blue channel would be 100% trail tex and the red channel was then used for transparency to blend between the terrain.
This method "worked" but it came with certain flaws, the overlapping polygons would be darken out because of the destination colors of the terrain.
2.
The use of "MegaTextures"
This has a short answer , MegaTextures are nice but they are big memory eaters , not very handy to paint a mistake and certain tools are unavailable to us.
But it could also help in certain ways that we only have one mesh which means one object and the shader would only need to render the megatexture onto the tile which means only one draw call.
3.
The use of "Multi-uv's"
This is our final and currently working method.
Because of multiple uv's we could create it for the cliff/road and tiling terrain.
We still use vertex colors to specify texture channels but a little magic is done by our custom shaders for the game.
And the result is finally what we wanted it to be.
(The images still show non-smooth transitions because the mesh used for the test is not optimal nor does it display the game's world.
Stay tuned for the next blog post which will be our "in-depth terrain vegetation system".
Till then
The BeastGameWare Team
donderdag 3 juli 2014
World loader/constructor
For the past days we have been really busy creating and programming our custom world loader and constructor.
This system will load all the necessary game meshes, textures and placement data per tile per LOD level into the game engine.
Currently the whole system is made up that every gameobject is loaded through every currently loaded terrain sector.
What we can reveal to you how this looks like to the end user :
That's right all that hard work to show a "Loading..." message to the end user.
While this message may seem small the outcome is great perfection.
:)
Until next time,
The BeastGameWare Team
This system will load all the necessary game meshes, textures and placement data per tile per LOD level into the game engine.
Currently the whole system is made up that every gameobject is loaded through every currently loaded terrain sector.
What we can reveal to you how this looks like to the end user :
That's right all that hard work to show a "Loading..." message to the end user.
While this message may seem small the outcome is great perfection.
:)
Until next time,
The BeastGameWare Team
woensdag 28 mei 2014
Update
The game world has entered the stage of high detail levels and texturing.
This means it is slowly progressing through the final phase.
After that we will begin with the main storyline plotting and gameplay mechanics.
Enjoy!
This means it is slowly progressing through the final phase.
After that we will begin with the main storyline plotting and gameplay mechanics.
Enjoy!
zaterdag 12 april 2014
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