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City Rendering In Gangland Henrik Mnther and Mads Nyholm - PowerPoint PPT Presentation

City Rendering In Gangland Henrik Mnther and Mads Nyholm MediaMobsters 1 Overview Motivation Tile structure City construction Game logic Rendering Questions 2 Motivation (1) Game type: RTS controlled 2D


  1. City Rendering In Gangland Henrik Münther and Mads Nyholm MediaMobsters 1

  2. Overview  Motivation  Tile structure  City construction  Game logic  Rendering  Questions 2

  3. Motivation (1)  Game type: RTS controlled  2D Legacy, from 2D to 3D  Tile based engine  Cityscape vs. Landscape 3

  4. Motivation (2)  Building blocks o Reuse assets o Memory usage o Planar city o Buildings o City diversity  Map Construction o Map verification 4

  5. Tile Structure  5 x 5 meters  List of objects per tile: [id1, id2, id3, …]  'Street' and 'Building' type tiles Street accessories Building tiles Street tiles 5

  6. City Construction  Editor demo 6

  7. Game Logic - Path finding 7

  8. Game Logic - Spatial partitioning  Character visibility o Occlusion & 180 degrees line of sight o Tile based o Precalced solution  Shooting o Exact visibility o Bullet traces 8

  9. Rendering - City  View frustum scan converting of tiles  Top down view o Occlusion culling o Level Of Detail  Dynamic (stencil) shadows and lighting outside  Sun, light posts, gunfire 9

  10. Rendering - Buildings  Static illuminated building interiors  Tops – building blocks, windows  Street dirt  Fog Of War 10

  11. Questions Feel free to contact us: henrik@mediamobsters.com mads@mediamobsters.com 11

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