Tag: shader

Outline Both Squares and Hexes

So I’ve been experimenting a lot lately with rendering lines on the ground, for the map in strategy and tactics games. Last post I already had this effect working for a square grid, but it wouldn’t work for hex grids because it was dependent on drawing pixels to match the grid. I ended that post by brainstorming ways to support hex grids, and have had great success working on the problem since then.

I uploaded a WebGL demo to try, and here’s a video showing the territory outlines shader working on both square and hex grids:

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Shader that renders Border Outlines

Merry Almost-Christmas! I normally do a blog post every month on the 25th, but I wanted to do this one a few days before then because of the holidays.

Last month I had described my plan to render border lines on the ground (think territory in a strategy game, or movement ranges for tactics games). Here’s an image showing the result of my experimentation:

8 inner-fade

Hey, looks pretty good if I do say so myself! That’s a smoothly glowing outline drawn on the ground, surrounding a discrete region of a square grid, with the outline nicely rounded at the corners.

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Border Lines on a Strategy Map

Happy Thanksgiving!

A couple months ago I was noodling on techniques for displaying the map in a strategy or tactics game. Well, lately I’ve been thinking a lot about one specific aspect of how those maps work: representing borders on the map.

I’m talking about the colored lines on the ground in this screenshot:

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Terrain from a Convex Hull and Triplanar Mapping

As I pointed out last month, I’m putting my personal projects on a hiatus for a while. Instead, I’m going to talk a bit about interesting game dev and graphics stuff that’s come up at work. Naturally I can’t blab too many details about our internal projects at PEAK6, but I do want to point out some of the publicly available technologies and/or resources.

The project I’m currently working on has involved a witch’s brew of proc gen techniques. I want to focus on two in particular: convex hulls, and triplanar mapping.

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