Saturday, August 13, 2016

Dynamic fog

This fog is dynamically created around the player. It's using the same script that trees, so the entire map can be filled without aditional performance costs.

Density can vary and my intention is to place it only at certain hours (from 5:00 a.m. to 8:00 a.m., for example), and in some places during all the day.

Night version:

Saturday, August 6, 2016

Companions help

Companions not only help you fight enemies, also collect objects for you (later you can ask for them) and light the torch if it's dark.

Still has some bugs to correct, animations that are truncated, etc.

Sunday, July 24, 2016


Another test with nVidia Apex cloth. Needs more work in the collision
bodies, and it steal 2 ms per frame, so I don't know if it will be in
the final game.

Cloak test

Here is a test with nVidia Apex Cloth, used with the cloak. Still there are needed to adjust better the collision bodies, and I need to find a solution for the weapons.

Monday, July 18, 2016

New trees test

This is a test with a new tree model from

I'm in the process of replacing all the foliage models. This one looks good, but isn't optimised, 8000 triangles for the LOD0 and 3 materials. It's difficult to mantain the 60 fps.

Each material is a aditional drawcall, so I'm going to try to reduce to 2 materials or one (using alpha masks).

Saturday, June 18, 2016

Don't lose the head


This is something that was pending to do, that the head don't disappear when a character are decapitated (graphic content in the video).

Thursday, June 16, 2016

Modern clothes

This has nothing to do with the game, I was just playing with modern clothes downloaded from Mixamo.