Hey, my friends.
After having a good long rest, I decide to come back quickly and start to work again!!
Programmer should have some naps right? If energy is too low, or some of the motivation has gone, it’s the time to refresh thing up by doing anything that not involving with code. That the couple of days for my day-off, but please do not worry because this time I also have something to show you again.
It’s the working gallery from my lastest testbed on the airport map. The map is updated from my professional artist, P.Yod. As I have said to you last post about the power of texture lights. They come in handy and we will put them to use again for the lights of airport. They’re cheap, nice to look at, and they’re alpha stuff that need to be cared if used in deferred shading process.
I did the same as I did for my alpha scene stuff, just draw them on top of the deferred shading scene. Thus everything gonna be in our control.
You will see the 2 types of light again. One for static light the same as what you already saw from the airplane’s head light. Another for signal light, blinking all the time in the night. The different this time is that we gonna apply lights for building, runway, taxi way, and ground under building. No matter where’s the position they’re located, the algorithm behind the scene is the same for airplane’s alpha stuff (for both types of light).
In the scene we can control all the lights (to turn it on/off, and blinking which depend on the type of light), in which the lights are brought into the engine via config file. Currently 2 types are allowed.
Also note that the map is not fully updated, some of the assets are not finished and put into the scene yet. But it’s quite close now.
Now don’t waste time, let’s see the gallery below.























