Client Graphics


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    • Vorobey's avatar image.
      VorobeyLead Developer
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Implementation of the client's graphics.

Back to Work


I'm back from an unplanned little vacation in July and getting back to the schedule to work on the project. This month, I've spent time working on the implementation of Client graphics, but unfortunately, I have nothing to show today.

Models


First of all, I've done things with the mesh structure of the in-game model. This will be required to effectively store in memory and render a lot of objects and support various visual effects such as damage, dirt, and many more. Also, supporting user-created content and mesh modification.

Shaders


The second part was working on the shaders and lighting model, which will be used to display all data from the meshes, with proper lighting and shadows. An object will be able to display multiple layers of damage and overlay dirt, as well as other properties such as emission and wetness. Also, there are plans for additional visual effects in the future, like custom images and decals.

Later


Next steps will be more work on the conceptual design for various gameplay aspects to solidify the foundation. Also, there will be some work on visual concepts to provide more information about the project for the audience and investors (work in progress). Until the next time!

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  • Date:
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    • Vorobey's avatar image.
      VorobeyLead Developer
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