Hey, guys. Long time no see!

So a little over two weeks ago I got this idea on how to draw transparent stuff correctly without having to sort them first. Transparent geometry has always been a big problem in 3D graphics in general. All games have some problems with the ordering of transparent geometry. As an example, it's possible to see frag grenade explosions through smoke (the explosion is always drawn on top) in CS:GO, and in the Call of Duty games you can see through smoke by looking through transparent glass. I've managed to come up with an algorithm that lets me draw my transparent stuff in any order, and the algorithm works the rest out. Such techniques are called "Order-Independent Transparency" techniques and it's been an unsolved problem for over 20 years.

This algorithm could, with some luck, lead to getting something published in a real computer graphics journal as it does certain things that no other algorithm can do, which, again, if I'm lucky could lead to some acknowledgement in the games and computer graphics industry. As a third-year student at a university, this would be quite an accomplishment, which is why I decided to dedicate most of my time to it for the last two weeks. I've gotten in touch with a professor at my uni who's been willing to assist me, and the whole thing seems quite promising. Yay!

As things have calmed down a bit, it's time to start working a bit more on WSW and Insomnia again. The new pathfinder is still under development, but there has been some progress there. There's been some more optimizations and improved threading of various parts of the engine, which gives some solid performance wins. In addition, I've done some bug fixing and improvements on a number of shaders, so a quite a few special effects now have significantly less noise.

Sadly, that's all for this week. Again, apologies for the lack of progress.

Hey guys. Hope you're doing well.

This week I focused on making new attacks and refining our UI. I've been plowing down the game script and also working closely with our artists to get a new look for the game that will be revealed in Demo 7.

I'll be focusing on my new interaction wheel that I actually just finished in this post.

We Shall Wake is a crazy action game - yes - but that's just one of the focal points of the game. It's obviously taken the longest to make, and with it out of the way, I can focus on content and also adding in our other focal points - atmosphere and AI. 

Atmosphere comes a lot in to play with Daniel's portion of the game - where he's been programming his graphics engine for the last year while I've been focused on the game itself. The artists are now working on concept art and models to fill our environments to help shape the feelings conveyed in our game.

As for the AI, you've all hopefully read my past few posts on the improvements to their personalities and fighting abilities, but what I'm expanding on now is the player's various interactions with the AI. When I wrote them, I wrote them with games like The Sims in mind - where each AI should be a different person and have a degree of feeling real.

So the best way to attain this, is to make an interaction wheel that provides four different ways to interact with the AI to expose these various traits they're each born with.



Right now it's pretty early, but once you guys get your hands on it, I'm sure you'll get a little of entertainment out of it. Each AI will give you dialogue based on what kind of person they are - and sometimes they'll even give you gifts if you're pretty respected among them.

Other times you won't have to trigger the conversation with a dialogue wheel - sometimes you'll come across wandering rebels sitting around a campfire reminiscing over old times - or maybe something philosophical or inspiring.

Anyway, that's it for now. Daniel had to skip Wednesday because he's working on something really cool. So keep your eyes peeled!

Have a good week!

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