Don’t worry, I’ve been doing some gameplay related stuff too (including a revamp of global project functionality, coastal building spots for regions), but somehow I had the urge to spice up the game’s main view a bit and decided to implement a nice atmosphere for the globe. Something I wanted to do for a long time but somehow never got around. Another thing you can see in the video below is the new water shaders. Actually I never liked the one in “Phase 1” as the water looks kinda unrealistic and lacked a proper nice specular highlighting. The new water shader looks a lot prettier though I still need to fix some parameters and make the light reflection move with moon/sun positions. What’s also different is the way the day/night transition works now. Up until now it was realistic moving along the globe, but that was somehow totally opposite to the day/night transition of the background, so to bring it in line the transition is now in effect for the whole globe.
So here it is, fresh from my HD. If possible please click the video and watch it over at youtube in 720p HD :
Info on the recent gameplay changes/additions will follow soon.
While answering some questions concerning physics implementation to the man behind Tower22 (a survival-horror game under development with Delphi) I created a few new newton demos demonstrating several different things you might need in a game, demo 07 shows how to implement simple explosions (though for a real game you’d need to add some stuff like raycasting etc.), demo 08 shows how to use the contact process callback to play sounds depending on the impact of a collision (can be used to spawn particles, do damage calculations, etc. too) and demo 09 shows how to correctly move static bodies so they react with normal rigid bodies (think of an elevator e.g. that’s activated when a player presses a button, or objects only moved by internal game scripts/animations).
As usual with the newton (sdl) demos they all come with full source and detailed comments. If one of the demo contains something you could use in your game/demo/etc. then you can grab them over here.
The latest version of NGD added a new interesting feature, destruction. Julio (the man behind NGD) has uploaded a video of this new feature over here. As usual I don’t have that much time for coding, but I plan to upload a destruction demo (with soource) for Delphi/Freepascal at some point, but I can’t tell when.