Genre: Third-person
Production time: 15 weeks, 50%
Team size: 18
Engine: Sås Engine (Custom engine)
For this project I integrated PhysX for our collisions and I buildt a particle system and editor. I also implemented "mesh effects", billboards, and support for meshes with LOD.
An integration of PhysX into our own engine. It supports primitives, triangle meshes, heightmaps, raycasts, and also includes PhysX's character controller. You can choose to add either static colliders or triggers.
A particle system based on the one I developed for Fool's Gold, but now in 3D. It supports custom pixel shaders, various blend modes, the option to randomize start properties and to lerp to end properties, and much more.
For the last two projects our technical artists had only been able to create shaders, so for this project I wanted to give them the opportunity to do more. I started by showing them the editor I'd made for Fool's Gold and asked them what other options they would want. Over time I've kept adding things on their request, but we've also had to compromise where the system comes up short.
The greatest missing feature that hasn't been added at the time of writing is a curve editor that would allow them to have a lot more control over the particle's behavior. I've spent a lot of time trying to implement it but as the game has a higher priority than the editor I've had to put it on hold.
Billboard components that render a sprite to always face the camera. They were fairly easy to make, more or less simply copying the implementation of particles.