atmosphericScattering

Atmospheric Scattering and Depth of Field

In an effort to make what looks good, look better, I worked out our planet shaders yesterday. We now have atmospheric scattering and a much better edge glow than before. I wasn’t using it before because I couldn’t sort out how to get color, specular color, and shininess added to the shader which was really needed for the look/feel we were after. I finally figured it out and pretty happy w the results. Also, we are playing around with some depth of field fx that I’m digging.

new / old shader:
[img]http://i.minus.com/j6KM2AOmThXw7.JPG[/img]

Depth of field and new shaders: Opinions?

 

2 Comments

saike

February 2, 2015 at 12:32 pm - Reply

I am looking into procedural planet generation for a game myself and happened to stumble upon your blog.

I love the bumpy look of the planets and the atmosphere is looking pretty sweet. It reminds me a little of solar winds. Anyways, I love space games and I’ll be sure to keep an eye on this one.

One question though, from the blog, it is hard for me to get an initial overview of the project. What kind of gameplay are you targetting? Single player? Multiplayer? Story driven or open world? Trading?

friken

February 4, 2015 at 5:25 pm - Reply

Thanks for the feedback. I agree, we need a landing page with a good overview of “What is StarDiver”. We have received similar feedback on our IndieDB page and TIG devlog. We will be creating this shortly. The quickest answer is StarDiver is a Space Role-playing Adventure game — Epic Space Romp — Space Opera.

Hmmm…. yeah it isn’t the easiest game to describe.

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