About Me

Hi. I'm Josh Ols. Lead Graphics Developer for RUST LTD.

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crunchy.bytes.blog[at]gmail[dot]com

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Entries in Games (3)

Monday
May282012

The Hold (Trailer)

The Hold logo

http://theholdgame.com/

Hey everyone! I just wanted to let you know that I can finally start to tell you about the new game I've been working on with RUST ltd.

"The Hold" is a trippy first-person puzzle game that involves traveling around inside an M.C. Escher-esque space of stairways, platforms, and corridors. To reach the exit, you must flip the direction of gravity, and take advantage of structural features that have a different purpose in the new orientation. 

This game also provides me an opportunity to showcase the latest version of my RSRM technology. Using a custom set of shaders, I've enabled Unity3D to have physically-based shading on SM 3.0 hardware  that integrates with its built-in deferred & baked lighting systems. 

To see the trailer, please follow the link or click on the picture. Please feel free to offer feedback in the comments section.

Enjoy! ;)

Side Note:

For anyone who is interested, I'm also trying to get the word out for a few fun Kickstarter projects. The first is the Two Guys From Andromeda SpaceVenture, a brand new game by the Sierra Online veterans responsible for the classic Space Quest series. Then there's Project Fedora, the next entry in the classic Tex Murphy series. 

I hope you will pitch in either with money or by helping to spread the word. Thanks. ;)

Saturday
Aug272011

Dice Poker Game (CANCELLED)

[Unity3D, RSRM] Dice Poker prototype

Unity3D Web Demo

Art and game behavior courtesy of Anton Hand.

 

Instructions:

Click ring to drop dice in box.

Click chips around box to chuck chips in center.

Click button in upper left to reset ring.

 

UPDATE:

This demo will only work for SM3.0 level GPUs. If you attempt to use it on an earlier generation GPU, you will just see black on all the geometry that is using the RSRM shader.

 

Situation:

If you were wondering why I haven't posted much lately then please allow me to fill you in on the details. Recently, I tried getting my Physically-Based Rendering (PBR) tech into Unity3D, with surprising success. Having gotten this working in a prototype, my artist friend set out to build a game using this new tech. Sadly, the project encountered some complications, and ultimately had to be cancelled.

 

Despite this, the prototype is in a state where the basic functionality is working. So I have decided to re-purpose it as a tech demo, which you can access via the above link. Please check it out and leave some feedback about the visuals in the comments section. ;)

 

Results:

The prototype shader used for this demo was single-pass forward rendered using two fake directional lights and a Radially Symmetric Reflection Map (RSRM). The scene itself also has SSAO, Bloom, and FXAA just to top it off.

 

The results are slightly incorrect due to my misunderstanding of the need to plug the BRDFs into the Punctual Light Equation and cancel some terms out. As a result, the specular ended up too bright, and fresnel for RSRM gives too much rim for rough surfaces. So while it is significantly better than the current standard of Phong & Blinn Phong lighting models, it still falls short of what I wanted to achieve.

 

Currently, I am working on an improved version that will correctly integrate with Unity3D's forward multipass lighting system. It will correctly accumulate the lighting in an FP16 target in linear space, then receive tonemapping before being passed to the rest of the pipeline. I will also being improving upon the built-in Bloom, SSAO, and Depth of Field effects to really sell the effect.

 

Keep your eyes peeled for future updates! ;)

 

Other Updates:

Other than this, I am currently working on a revised RSRM article, to centralize all I have learned in an easy to reference article. It will also detail the PBR BRDF I have chosen for my project, including strengths and weaknesses. Finally, this will provide a good opportunity for me to clear up some incomplete and flat out wrong information from my old articles.

 

Other than that, I've also made a small update to my Partial Derivative Normal Map (PDN) article. Basically, I found an optimization to use a MADD to save an assignment, shaving off another instruction from the recovery equations.

 

Hope you will find them useful. :)

Monday
Feb282011

Robot Butler - My first shipped title!

IMG_08022011_190739

Ladies and gentlemen...I give you Robot Butler! This game was made in 6 weeks for Kongregate's Unity 3D game contest. In it, you play LX-27, a robot butler just trying to attend to his human masters' needs while keeping them from being slaughtered by invading rogue robot butlers!

 

My role in this project was designing a set of custom enviroment and character shaders that would allow the game to look good and run smoothly on a wide range of hardware. Given that we had to use the basic Unity3D package, this was quite a tricky task.

 

Unity3D:

First, let me say that Unity is a capable, affordable game development platform. In particular, the most recent iteration has a rather convenient system for designing surface shaders. Sadly, its lighting system left us in a bit of a bind.

 

Now under ideal conditions, we could just use their new deferred lighting renderer and call it a day. Sadly, this dramatically ups the hardware requirements for anyone who would want to play our game. Plus, the project's artist would have had to scale back his lighting setups to get reasonable performance. Finally, it would have forced the whole team to buy Unity Pro licenses to work on the game.

 

Sadly, Unity's forward renderer wasn't quite right either, since its Single Lightmap system is rather lacking. Not to mention having no Irradiance Volumes to integrate dynamic objects with the static environment. Our artist needed a capable replacement that would scale well to older hardware, support the full suite of baked lighting effects, and handle highly detailed surfaces. So let's take a look at what I had to do to meet those needs.

 

Environments:

So the buzzwords here are: Radiosity Normal Mapping, Detail maps, & Fake specular cube maps.

 

To get the best kind of baked lighting for the least storage, we needed support for Radiosity Normal Mapping. This way, we could use low-res lightmaps, while still being able to support arbitrarily detailed normal maps. Plus, all normal-mapped surfaces could get the benefits of radiosity, ambient occlusion, and an arbitrary number of lights with soft-shadowing.

 

Now, while this system doesn't cover specular, we were able to do a convincing job using a cube map with fake highlights. Then it was a simple matter of multiplying it with the diffuse contribution to get color, shadowing, and ambient occlusion. Not perfect by any stretch, but adequate for this project.

 

For more details, please check out my official post on the Unity 3D forums. ;)


kitch_01 kitch_02 kitch_03 kitch_04 

Figure 1. 1, Flat RNM lighting; 2, Normal-mapped RNM; 3, Normal-mapped Fake specular; 4, final materials

 

Characters:

So the buzzwords here are: Rim lighting, Environment maps, AO maps, & Constant Ambient.

 

We used high-quality scene capture environment cube maps for reflections, which provides most of the enviroment's influence for dynamic object lighting. The rest comes from rim lighting and a constant ambient color with Ambient Occlusion. Despite its simplicity, this worked out well since all our dynamic objects occupy so little screen real-estate.

 

The only major annoyance we encountered was getting a decent system for setting zones for the varying colors/environment maps, and then smoothly interpolating/switching between them. Each dynamic object had to be aware of all the zones, and handle the transition itself. If our game world wasn't so small, and we didn't have so few parameters to change per zone, this would have become unmanageably cumbersome in a big hurry.

 

Despite its limitations, the results look great and are quite efficient.

 

Character shader:

RB01 RB02_env_occ RB03_addnormals RB04_complete

Figure 2. 1, Ambient Occlusion; 2, Environment map; 3, Normal mapped Env map; 4, final material

 

Lighting Environments:

RBinEnv01 RBinEnv02 RBinEnv03 RBinEnv04 RBinEnv05 RBinEnv06

Figure 3. 1,bedroom; 2, bathroom; 3, living room; 4, dining room; 5, kitchen; 6, shed

 

Conclusions:

Overall, I'd argue that despite their shortcomings, these custom shaders make Robot Butler one of the prettiest Unity3D games you will ever see. That is, until they really start taking advantage of their Beast license to provide more advanced static lighting options. ;)

 

In the meantime, go play the game people! :p