Atomic Ivy MMO - Auto Tile Shader Block-In

 Auto Tile Shader Block In :




www.tinyurl.com/BOMB-PLAYLIST-002
I AM WRITING AN MMO IN JAVASCRIPT !!!

We are blocking in shader #6 of our shader pipelines. This shader will be designed to look more asthetically pleasing than shader #5. Shader #5 was focused on being a "diagnostic shader" used to debug the camera and the tile data. Now we want a camera that can properly render auto tiles and give us a more accurate view of what the final level renderings will look like.

This probably will __NOT__ be the final in-game shader , but yet another helpful "view" of our [ model / dataset / level data ] that will help us build up and debug our programming logic and data-formats used to encode tile map data.

The choice to 100% re-write another shader rather than copy+paste the old shader and work off of that is intentional. As I believe in the "pottery analogy" of quality. The more drafts of code you write from SCRATCH the better the quality.

Having already written one shader to render our data ( shader #5 ) we have learned some things that will yeild more well organized and clear code for ( shader #6 ).


Shader #5 is still useful as :

1. A shader to debug tile data.
2. A shader to use as reference. The code is ugly, but it works.
3. A shader to use as a sanity check. If something looks wrong in
    shader #6 , we can cross check it against shader #5. It if looks wrong
    in __BOTH__ we know the problem is likely in the __DATA__.
    If it only looks wrong in shader #6 , but not shader #5 , we know the
    [ problem / mistake ] is in our shader rendering [ logic / code ].

-KanjiCoder

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