From Spring to Summer : part 2
Hi dudes!
After the Artistic and Design post by William, it’s time for a little tech post!
I’ll try to write a not so boring post by exploring 3 tech points used in Seasons.
> Camera type change (orthogonal to perspective)
The biggest change in the engine is the new possibility of building levels in a real 3D way.
This is what the levels looked like so far, with a 2D construction approach:
We can notice that there is no constraint in the distance between the layers since the camera used ingame uses an orthographic projection. There is no perspective in there and all the stuff is well flattened in one projection plane.
As you can see, the trees got a different scale depending the layer they belong to. This scale was done by hand (by William) and were here to give a kind of perspective to the scene by simulating distance between background and foreground.
Each tree occupies 2 layers : one for the leaf and one for the trunk, allowing us to display the scene in the correct order.
The river was a special textured quad deforming itself depending the camera position to make a parallax between the foreground and background quad vertices.
The new approach consists in thinking the map as a real 3D environment. Now each object position has got an importance because the camera use a perspective projection. With this in mind, two identical objects (like the trees) with a different position in space will have a different visual sizes in the image produced by the perspective camera point of view.
Here is an overview of what such a 3D disposition looks like :
There is no more layer disposition and real 3D objects can be inserted into the map without problem (the river and the cave are real 3d meshes).
Of course, the majority of objects are self contained in one plane (example: the trees have got their trunk and leaf gathered in the same plane).
Here is a view from the game camera point of view, for both 2D and 3D approaches:
2D way
3D way
Each approach has got pros and cons.
– With a 2D approach, we can easily build a scene from an artwork. We can also cheat a lot on object positioning since the camera allow this. But it’s really tricky to tweak all the parallax factors and make a scene with a good depth without having some floating objects.
– With a 3D approach, we do not care about parallax factor and layers anymore, but we have to place all the objects carefully. We can insert real 3D objects or objects that can be spread along the Z axis (depth axis).
In the end, our engine is compatible with both kind of map and we can use those methods depending the complexity of the level we want to build.
> Seasons is not a physics game
We love physics games (especially Petri Purho games and World Of Goo), but we don’t want Seasons to be a physics driven game.
Right now, we use a physics engine (Box2D), but we only use it to detect collisions.
The physical objects placed in the physics engine are all kinetics. This means that the physics engine do not apply forces on them until we said what forces should be applied.
Therefore, we script all physical links within our script system (pivot link, gravity, friction, acceleration…).
Let’s take a look at a first behavior of a physics link (a pivot)
In this video, something like a dead tree saw is equilibrium disturbed by a programmer rock and our debugging fox. The lurching speed and power are scripted thanks to the presence of colliders.
Moreover, the rock is not ejected in the air until we script this behavior.
But we can easily change the rules of the physics link by altering the script behavior:
Here the rock has no influence on the physical pivot. This example is maybe too simple, but we are happy to be able to script more complicated gameplay elements involving physics links.
> Post Process
As you know, we do not have much time and money to produce a high amount of textures for Seasons. William came with a clever technique to increase the look of the game: some Photoshop filter.
Here is the scheme to obtain the image shown in the end of the last post:
The Photoshop Filter had to be reproduced in-game (in real time). To achieve this, we need to make use of shaders and find out the magic formula used by Photoshop to get this color blend. It’s time to get Google and RenderMonkey (my favorite tools to test things out), and here we go:
Then we can use this blend in game, mixed with other ones.
> The rest
In the end, I’ve done some additional test maps to illustrate some gameplay mechanics that William will integrate in its real level by using his favorite tool: Blender.
I added few features to the tool and some bug fixes to make the William’ experience more peaceful.
Now we have things like a material cache browser or file checker which will take care that the Blender features used in a map are supported in the engine. If not, it will stop the export with some clear log or even try to fix the problems by itself!
See you soon!
Yop Albob,
Y’a surement moyen de mixer les 2 approches, genre en rendant des morceaux de scène dans un buffer où le rendu est ortho et d’autres dans un buffer où le rendu est perspective. Mais je pense qu’il doit falloir pas mal bidouiller.
J’ai préféré garder du 100% perspective ou 100% orthogonal pour une scène donnée. Par contre le post process est un traitement en mode ortho (si on veut jouer avec les mots ^^, vu que ça consiste à provoquer un shader sur un fullscreen quad).
Les assets qu’on crée ont une hiérarchie de layers pour savoir ce qui doit être rendu devant et derrière qui, mais au final tous les vertex d’un objet sont sur un même plan… sauf s’il s’agit d’un objet en “vraie 3D”, cet objet là n’est pas contenu sur un seul plan. Comme la caméra est placée pile poil de côté, les objets monoplans ne subissent pas de déformations due à la perspective.
En gros je pense qu’on doit faire comme dans Rayman Origins, mais je suis pas bien sûr de savoir comment ils font, tu dois mieux le savoir que moi.
Et merci pour tes encouragements Albob !
Il y a peut être même moyen de rendre une scène en mixant les 2 techniques (projection ortho et normale) en faisant du compositing?
En tout cas je suis curieux de savoir comment vous vous en servirez au final.
Bon courage et bravo pour la création d’entreprise!
Hey Norbert!
Thanks!
Qu’est ce que tu deviens ? T’es au Canada d’après ton pseudo nan, @Ubi ?
Salut,
Super intéressant ton post sur les différentes techniques et approches.
Ça prend bien forme tout ça. Vivement la suite!
Big up et bon courage!