Rewind was just for the sake of video and staying in sync with music. :) But we do have short periods of bullet time in the game.
Rewind was just for the sake of video and staying in sync with music. :) But we do have short periods of bullet time in the game.
Thanks. We're currently working on some changes that would hopefully enhance clarity of the players ship. We'll have something soon.
First of all, currently we haven't integrated fully volumetric explosion into the gameplay, so I'm still looking for best solution and best visual effect for fade-out. As it is rendered to another render target, we could place it on a billboard like a sprite and fade it that way. Interaction with rest of the scene geometry is already done while rendering to render target, as we are using scene depth buffer to test explosion pixels against. Another thing would be to add some blurring and smearing of resulting render target after main part of explosion would end and smoke fade-out starts. Also doing some clever alpha blending using additional noise texture could work with rendering directly to frame buffer to help hide blending artifacts from casual viewer.
Atari is welcome to get in contact with us.
The logo is stylized, and balanced around letter 'O'. Thus the letter 'T' has been integrated between 'S' and 'R'. Have a look at bigger version of logo at Astroids.tv where you can see that the 'R' does not have the vertical line for itself, but instead that's part of letter 'T'.
kkyborg
Nemanja joined
This member has provided no bio about themself...