On the weekend of 24-26 Jan Global Game Jam has been hosted at Edinburgh Napier University. 48hour to make a game in *cough* theme *cough* which was:
“We don’t see things as they are,
we see them as we are.”
Ideal theme for horror game, right? right?!
Anyway, I wanted to play bit more with OculusVR and make horror game. Aparently there was more people like me:
Thanks to Floyd Chitalu (Code), Joanna Jamrozy && Malgorzata Kosek (Art)
you guys are awesome!
After 48hours and countles reboots of the machines at the location. Yeah PCs are being wiped out every night – few times.
But, hey there is warning! About 3mins before shutdown.. Thumbs up!
so sit down and relax, because you will not be able to backup your project in time anyway.
The game after all is quite scary, buggy but scarry! – I jumped few times playing it.
More about the project, plus binary ( Windows ) && Video from hardcore testing: http://globalgamejam.org/2014/games/buka
The weekend of 16th-17th Nov my friend and colleague @GordonBrown589 and myself proudly represented Codeplay Software at GameHack – idea was to create a simple and fun game within theme in under 24hrs.
The theme was “childhood”.. well.. we still created fun game using awesome technology that is OculusVR.
There are some of the screen shots.. Game looks much better with VR set!
I did a litte bit of research and it kept me wondering.. how about using spheres for voxels representation this time?
Lets try it out and see how much the GPU can take.
Grid of 10^3 Spheres – there is no acceleration architecture implemented yet – Octree for spheres? that feels odd..
Oh, btw. That’s raytraced.. so far quite interactive.
It uses OpenCL on Radeon 5700 HD – only primary rays so far on ambient material. Give it some time.
Simple directional light lighting system implemented.
Secondary bounces in place (depth of bounces set to two) – little bit of hackery had to be done since there is problem with recursion in OpenCL.
Every third sphere is ambient.
300 FPS when moves - Insane!
Small memory leak was driving me crazy; Debugging process was taking ages.. bored, frustrated and tired decided to play about with octrees depth and minimal/maximal number of elements in leaf.. Amazed by 300FPS discovered the stupid mistake of creating VBO each time the leaf is regenerated. Instant win; fix of memory leak and 10 times greater performance.
Who said that the mistakes are stupid?
1233560 cubes visible avg. FPS: 144.
Simple optimisation great performance boost! – Skip ALL the non-visible faces!
Progressive Grid of 256x256x256
Apparently I couldn’t resist. Last optimisation implemented.
Now seriously, report!
Perlin Noise in action
Since week all development stopped and now I am struggling with report. Just finished draft of first chapter.. it’s terrible.