Posts

Update 3/30/2019

Apologies for the length of time between posts, I have been hard at work on my academic projects. Development has finished on Valo: Frozen Light, you can see the result of our work at  https://games.digipen.edu/games/valo . The work SuperNova Softworks had accomplished earned the honor of having Valo selected as one of the games to represent DigiPen: Institute of Technology at PAX West 2018. That was a great honor and I am proud to have been a part of the team that brought Valo to life. My teammates and I worked hard and that hard work payed off in the end. It was unfortunate that I was unable to get Shadows fully implemented however I have since learned how the problems I was experiencing would have been fixed and will use this knowledge in any future projects. At the beginning of the Fall Semester I joined the team Critical Trials and set to work on a new project titled Project: Abyss, where I am currently working as the Producer, Physics Programmer, and GamePlay Programmer...

Basic Spot Light Implementation

Since my last post, I have been working hard with my team to get our game Project Neon, now titled Valo: Frozen Light ready for release. It has come along really well and looks and plays incredibly. But I digress on to the topic at hand. Spot Lights Spot lights are only a bit more complex than point lights. Spot lights are essentially point lights that have been restricted to a direction and an angle in relation to that direction. The additional variables that belong to spot lights are a vector for the direction, and an angle for both the inner cutoff and the outer cutoff of the lights. The inner and outer cutoff give the spot lights an extra factor of realism. The edges of lights don't just stop abruptly, they fade off over an often small distance. The angle given as the inner cutoff is the beginning of this fade, and the outer cutoff is the end of the fade, or where the only light left is the ambient light. It should also be noted that these angles are in relation to the dir...

Basic Point Light Implementation

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Over the past few weeks I have been working on Implementing an easy to use and efficient light system for Supernova Softworks' game Project Neon, a puzzle platformer where the ability to freeze one color in the level is the main mechanic of the game. Using what I've learned from my work in the past and the tutorials on learnOpenGL I have been able to get the bedrock for my lighting system. I did need to convert some of the logic in the tutorials to 2D instead of its default 3D, but i feel the result is worth it. So far I have successfully implemented point lights and spot lights along with a system to handle multiple of each. For this post I will be writing about my understanding of Point Lights. Point Lights Point lights are the simpler of the two lights I have implemented. Consisting of a position, the light's color, also known as diffuse, and variables to determine the falloff of the light which I will explain later, point lights have a very simple implementation. ...

Beginning My Journey

Almost 3 years ago, I began my attendance at DigiPen: Institute of Technology to earn my Bachelor's of Science in Computer Science in Real-Time Interactive Simulation. Prior to going to DigiPen I had no experience with C/C++, OpenGL, or most other programming languages. In Middle School I took a robotics class that gave me a chance to learn a bit of Python to program Scribblers with. I also learned the very basics of computer logic using the Lego Mindstorms NXT set. The drag and drop programming made it very easy to learn the mechanics of loops, pseudo-random numbers, and conditional statements. I enjoyed building the robots and programming it to be able to do what I wanted it to do. My best NXT program allowed my tank-like robot to explore the environment in a seemingly random way. Since I started studying at DigiPen, I have learned a lot about C/C++, OpenGL, and programming in general. Everything I have learned has helped me to program my team's games with whatever we wante...