Xenogeddon (AKA "Space Hulk")

Thanks!  :D  I was quite pleased with the "surprise" factor.

i really enjoyed this…

got some shock when my first tryant came out of the dark at me  :slight_smile:

Just managed to finally make a video of the gameplay:



http://www.youtube.com/watch?v=9BZm2GbCKf8



It's a bit jerky but it's my first attempt.

Looks great  :smiley:

Yeah, really awesome. Do you generate your lights via code? What settings do you use?

Thanks!



The lighting is pretty basic.  I just use a PointLight attached to the players location, and give it the following values:-



this.setDiffuse( new ColorRGBA( 0.7f, 0.7f, 0.7f, 0.7f ) );

this.setSpecular( new ColorRGBA( 0.7f, 0.7f, 0.7f, 0.7f ) );

this.setAmbient( new ColorRGBA( 0.7f, 0.7f, 0.7f, 0.7f ) );



The big problem with light is it all depends on what settings the user's monitor has - if they have their brightness down low, the game is virtually just a black screen.  I also added a "torch" effect, like L4D, but it doesn't look very good, so I turned it off by default in the config file.



I also use fog as well, with settings as follows:-



FogState fs = this.getDisplay().getRenderer().createFogState();

fs.setEnabled(true);

fs.setDensity(0.3f);

fs.setColor(new ColorRGBA(0.0f, 0.0f, 0.0f, 0.5f));

fs.setStart(5f);

fs.setEnd(10f);

fs.setDensityFunction(FogState.DensityFunction.Linear);

fs.setQuality(FogState.Quality.PerVertex);


You don’t use any type of attenuation on your light?



The lights on the floor in this picture don’t seem like point lights at all?

I've no idea what "attenuation" means.  The "lights" shining on the floor in that pic are just the texture that I've used.

Oooh. Fair enough. Attenuation is how the light dies off as distance from the source increases.

So it's a posh word for fog then?  :stuck_out_tongue:

Err… no… not really…

I think the point of Trussell is that attenuation is the effect of how a light decreases in intensity, based on its postion relative to the illuminated object (not the camera, as in the fog)… In other words, imagine a flashlight (kind of a point light) pointed at a wall, the farther away the flashlight is from the wall, the less illuminated it would be. Irrespective of your position.

I see.  Sorry, I was just being a bit cheeky!