So here we are, for the sixth and hopefully final time. It’s the end of the second last trimester of my studies and I need to summarise all the things that I’ve done. And should get marks for. Right, let’s get to it.
Hello again, reader! I’m back to talk about shaders again. A number of weeks ago I had the pleasure of working with Jack McClenaghan to create a distortion shader and beat-mapper for an outrun themed project he and some others were working on – Synthracer Maxiumum.
The idea behind the game was that players would drive around a track whilst objects in the world around the them distorted to beat of the music. But this wasn’t any distortion, it had to be glitchy and retro, so as to fit with the game’s 80s outrun aesthetic. All this took some doing, but it turned out pretty damn well.
So, once more we reach the end of another year, and conveniently, the end of another trimester of my studies. As such, it is time for me to take all of the stuff I’ve been working on as of late, and put it into one big mega-post. Brace yourselves…
Hey, dear reader! It’s time again for me to ramble on about some programming stuff I did lately and how it all works. This time I’m going to be talking about shaders, or more specifically, a shader I created for Feeding The Forgotten (a game about putting in the effort to help the less fortunate members of our society, you should check it out).
The idea behind this shader was that it would outline an object, but also highlight that object through walls and other objects, so it’s always visible. This is why the gentleman in the image above seemingly has no eyes, as they are different objects, so the back of his skull is being highlighted over the top of them. Neat, isn’t it?
So how did I make all this happen?