author: Swapnil Narola Date: 2/24/2022 I had to display UI on the screen and didn't know what to do and how to do, didn't found any example online because it was so easy to have a tutorial. i made billboard to make it as a display but not success to attach it to camera. i found Sascha will ems blog post on post process and he uses a huge triangle to cover the screen without buffers and vertex input, but its just one image i can put on at the end of day, so i learn from that triangle to make a quad on a screen and finally able to display pause menu on screen. which i only had to pass a quad to vertex shader and multiply with world matrix and change rasterizer pipeline cull mode to front, there you have a ui display.
From the start of development, there have been only 2 types of room -- small and large. These rooms were always square and they looked visually the same. This is a problem for immersion and for the general feel of the game, as it leads to a very same-y environment. The player will very quickly grow bored of seeing the same room over and over again. In addition, every room flowed the same, leading to strategies that remained stagnant throughout the game. For example, if you see a sniper, retreat into a corner and pull out your own sniper rifle. To solve this, there was an imperative need for new room types. I'm going to outline 2 rooms that I designed for this game, and how I went through designing them. Firstly, the Hallway room variant. This room was designed around a much more cramped space for the player. A long straight hallway can force the player into one route, with no room for escape. This can lead to interesting interactions, especially with t...
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