Hello. I spent this last week working on some new particle effect systems, along with my usual work on NPC and AI interactions. I also did some UI work, but that's so minimal it's not really worth mentioning.

A large part of action games lie in their particle effect systems. They're meant to give you a visual representation of each attack, to help it be more unique and give it its own identity. Since we're a small team, I can't really afford to give each attack its very own graphical effect, but I can make a large array of effects and give them size and color differences that can make them seem like they're unique.

Funnily enough, for the last six demos, I've used our blood particle effect for literally every effect in the game. Our dust, thrusters, explosions, actual blood effects, and sparks were all made with the blood texture. This is due to me not having enough time to actually implement the use of our other effects we have in the textures folder.

However, we've recently picked up an effects artist who can provide us with an array of effects that are also animated, which has provided us a pretty cool result so far.

So basically, I spent this week writing some custom animation systems to layer over Daniel's implemenation. This includes an "AnimatedGeoSystem" and an "AnimatedParticleSystem," which extend the particle and geo systems already in place. These act as a really nice framework for me to layer on a bunch of other effects that can work somewhat the same.

AI work mostly consists of me bug-fixing as per usual. It continually impresses me with stuff I didn't expect it to do, such as AI walking and interacting with dead bodies as if to inspect the area, or the pack system I mentioned in the last post. Most of this is a result of its relatively open (yet simple) decision making algorithms, which apply to a large number of activities. So now it's just a matter of me providing a large amount of animations for the AI to have at its disposal to make it even more lifelike.

That's all for this week, have a good one!

Hey, everyone.

Apologies for the late post. It's the last week before my exams, so sadly I haven't had much time to work on Insomnia. Most of the time I did spend on Insomnia went into bug fixing the new anti-aliasing and other parts of the engine.

I've modified how the engine stores motion vectors. Before, the engine stored the motion vectors as normalized values, which means they were stored as a percentage of the screen resolution, so a movement of 1 pixel to the right at 1920x1080 was stored as 1/1920. Now it stores them in actual pixels. This has a number of advantages. First of all, the precision does not depend on resolution, which caused problems at extremely high resolutions. At 7680x1440 (3 monitors >__>) I noticed a significant degradation in motion blur quality because of that. Secondly, it's actually very slightly faster, as the motion vectors were converted to pixel values in the end anyway, so this saves a few operations later.

TSRAA got a few bug fixes and improvements as well. A few temporal reprojection (=estimating where the triangle was in the previous frame using the previously mentioned motion vectors) bugs that reduced quality in motion have been fixed. I've also added a new ghosting prevention system which disables the temporal component for parts of the scene that are in fast motion. This turned out to actually provide a significant performance improvement when the scene is in motion as I skip quite a bit of work there. When paired with motion blur, any remaining aliasing is handled by the motion blur, so this shifts some freed up resources from unnoticeable anti-aliasing over to motion blur which only activates during fast motion. A win-win, as they say.

In addition, we've been getting some quite sneaky problems when utilizing multiple CPU cores in the engine, and I've been doing quite a bit of investigating into what's causing it. I still haven't figured out exactly what the cause is, but I have rewritten and simplified the threading system to reduce the chance of bugs and hopefully fix the problem. So far the bug has yet to appear again, but these kinds of bugs are hard to debug, as they happen randomly due to the timings and distribution of tasks over CPU cores, which is up to the OS to decide. Nothing we can't handle though. =3

That's all for this week. Next week I thought I'd write a more in-depth rant about how Insomnia's threading system works and how it allows the engine to utilize any number of CPU cores for almost linear scaling of the parts of the game that Insomnia takes care of.