Archive for the ‘Graphics’ Category

Particle effects demo video

As announced in the last post, here is a short video of the new particle effect engine in action. Enjoy! :)

May 4, 2012 • Posted in: Code, Graphics • One Comment

UI and particle effect improvements

The last two weeks brought nothing completely new, but big improvements to already existing stuff. The first improved area is mouse handling. A few smaller fixes were applied that should make fluorescence behave more like the OSI client. Most prominent of those fixes are the direction changing mouse cursor and the correct handling of transparent [...]

May 3, 2012 • Posted in: Code, Graphics • No Comments

Water shader

fluorescence now contains a simple water shader.

April 18, 2012 • Posted in: Code, Graphics • One Comment

Rendering improvements and zoom

Aside from enjoying the easter break, I spent the last two weeks improving the rendering process. The new version of the renderer is using texture atlases to efficiently batch opengl calls. I also refined the clipping code (only re-draw the parts of the screen that have changed) to use the stencil buffer, making it both [...]

April 15, 2012 • Posted in: Code, Graphics • One Comment

Effects (again)

With the latest commit, the standard OSI effects can be substituted with the new particle effects. There is a simple def file providing the translation from the art ID to the effect name. As a demo, the effect used for teleporting on RunUO is substituted with a very simple particle effect. I’m not really happy [...]

March 26, 2012 • Posted in: Code, Graphics • No Comments

Effects

Just a short development update: The most recent version supports basic graphical effects. You can now fling around fireballs and enjoy sparkling healing effects in fluorescence.

March 19, 2012 • Posted in: Code, Graphics • No Comments

Gump image component

Today, I’ve been working on extending the gump image component. You can now load textures from the mul files as well as files on your hard drive or http resources and display them in any gump menu. Simple example:

February 1, 2012 • Posted in: Code, Graphics • No Comments

Gumpart II

Well, it was kind of strange to work under new conditions like this. But I think I will get closer to an acceptable finishing every day. This picture is taken from a not yet finished work for the freeshard Arx-Obscura. The female paperdoll is still in progress, but will be presented soon in a final [...]

January 23, 2012 • Posted in: Graphics • One Comment

Gumpart

This might be the first impression how Ultima Online gumps could look like in the near future. The last days I started over a new project, which will include several graphics for the new client. as you can see here, I included very much detail in the first work. Also you will be able to [...]

January 22, 2012 • Posted in: Graphics • No Comments

Effect videos

A few teaser videos showing new graphical effects in fluorescence: Sunrise (sort of): Simple fireball particle effect: Shockwave: All videos were made on the german freeshard Arx-Obscura, so all the other beautiful graphics you can see in the videos are not part of fluorescence, but property of Arx-O.

January 22, 2012 • Posted in: Graphics • No Comments