Obstruction handling and dissolve shader techniques in Trifox
Hi, I’m Brecht Lecluyse, one of the developers at Glowfish Interactive that is currently working on Trifox. And welcome to part 2 of Dissolving The World: Obstruction handling and dissolve shader techniques in Trifox.
In case you missed part 1 you can find it right here: http://glowfishinteractive.com/dissolving-the-world-part-1/
In part 1 we defined a specific problem we are trying to solve: How do we deal with objects that obstruct the view of our main character during gameplay?
I went over the approach we took in coming up with a solution that works well for the game and had a closer look some common shader techniques such as world space texturing and the creating of a simple texture based dissolve shader. The result of this can be seen below.
In this part I will go over how we improved the dissolve quality and how we use this simple technique throughout Trifox to create all kinds of fun visual effects (including the dynamic camera obstruction handling) and even some cool gameplay mechanics.Continue reading…