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racer_media

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1. Graphics

Motivation

Produce good looking graphics, target being SM2-hardware with 128MB of video memory. If possible implement a fallback without usage of shaders (just loading different materials should do it), so the game can run on notebooks with very low end graphic cards. The amount of content we need is still relativly limited, so the task seems realistic.

As far as learning goes the effect should be a basic understanding of how shader programming and lighting techniques work. Way more important: it forces me to do a lot of concept drawing because it is an absolute must for car and track design. Further some techniques will be applyable in future projects (lighting and shading e.g. for a “Z-like” game should work very similar).

1.2 Technical aspects
1.2.1 GFX elements
1.2.1.1 Tracks

Made up of one big mesh (25000-40000 polys), represents the actual race track and all surrounding terrain that can be visible. Uses basically two materials; one for terrain and one for the race track (diffuse map + gi-lightmap + bump map + specular map).

1.2.1.2 Static objects

Techniques used should be the same as for the track. I'd calculate a total of 10000-20000 polys per level for these.

1.2.1.3 Cars

The approach is one mesh for the car plus each tire as a seperate mesh (2000-2500 polys total). In contrast to all static geometry dynamic lighting is used here. Getting this right will cost some effort though. We'll be facing the problems described in this thread: http://www.ogre3d.org/phpBB2/viewtopic.php?t=27165

1.2.1.4 Other gameplay relevant objects
racer_media.1170865637.txt.gz · Last modified: 2015/08/23 14:03 (external edit)