Friday 17 September 2010

SPY STORY : Progress Update

Hi all,

This is just a short, progress update on the development of the 'Spy Story' demo.

I have now implemented ambient-occlusion-shadows on all the buldings and props in the scene, in addition to parallax normal maps (i.e. bump maps).

The ocean shader is finished. It uses two bump maps that are animated independently to create the illusion of a sinusoidal interference pattern made by rippling water. It is not the best ocean effect that I've done, but it doesn't require advanced graphics options like dynamic-cube-mapping, render-to-texture, or a GLSL fragment algorithm, which would've severely limited platform compatibility. It is still a definite improvement on the standard Unity ocean shader.

For the next week, or so, I will be coding some gameplay-logic.

Stay tuned.

Wednesday 8 September 2010

How to Export from Gile[s] to Unity



Hi all,

For the last week, I've been wrestling with the problem of creating realistic shadows in Unity 2.6 Free Edition - due largely to the lack of support for Globally Illuminated Lightmaps.

I finally figured-out a good work-flow using Gile[s] and Blender as an intermediate stage and I've written it all down in a '.pdf' file, which you can download here:
Exporting From Gile[s] to Unity Tutorial

Cheers,

Patrick