I accidentally created Tron

I was working on some cinematic effect and accidentally created a Tron like game. I might even clean it up and put it in.

And I know it looks super rough, I just recorded it as soon as I did it and slapped the video up, its not going to stay like that for long.

Teleport Effect

another repost, this time about a Teleport effect…

Was working on a new effect over the weekend, thought I might share progress …

disclaimer – the bots behaviour in this video in no way reflect on my ability of a programmer =P, they have a nav mesh, but choose to ignore it.

“Puddle Shader” – wet ground shader

Another repost, early work done on a wet ground / puddle shader, part of  “AHS One”.

So last night after work I had an idea on how I might be able to build a very fast and inexpessive puddle / wet ground shader, so I spent a few hours knocking out the basics, tidyed it up just now and thought I would share the progress, I’m pretty happy so far, still a way to go yet though.


(I recommend you watch it 720p, looks way cleaner)

The video starts with dry normal ground, it is some free dirt texure I found online. The big blue ball grows to reveal the puddle shader applied to the same material.

The puddles are based off the parallax map, the shader assumes ‘low’ areas are full of water. In theory it works with any ‘ground texure’ with a parallax map. It’s pretty ‘analogue’ in that you can pass a value from 0 (no water) to 1 (completely covered in water) or anwhere in between, so it will support varying amounts of wetness or heaviness of rain.

I plan to pair this with a rain effect and fake rain drop distortion applied to the reflection.

Rim Light Shader WIP

To start things off I will repost some progress made several weeks ago on my custom rim light shader. This was the first media I had produced from “AHS One”, while still very much an early early work in progress, it shows the game starting to take shape.

The rim lighting is being applied to the big growing shere, there is subtle white rim light on the main character, a bright orange one around the bot. No post proccessing (besides pssm) is being applied as it makes the rim light less obviouse (great in production, bad when trying to demonstrate said rim shader).