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Water Flow in Alex Vlachos, Valve July 28, 2010
Outline • Goals & Technical Constraints • How Artists Create Flow Maps • Flowing Normal Maps in Left 4 Dead 2 • Flowing Color Maps in Portal 2
Left 4 Dead 2
Goals • Visual – Solve repeating texture artifacts – Flow around obstacles – Vary water speed and bump strength • Technical – Work with existing reflective surfaces – Min hardware ps2.0b (6-year-old hardware) & Xbox 360 • Gameplay…
Gameplay • Early Left 4 Dead 2 playtests showed players were confused and got lost often in the swamps – Soft non-directional lighting – Trees provided too much cover • My theory was that water flow would improve gameplay by highlighting the correct path • We tested this theory through playtesting • In practice, we found testers took 17% fewer wrong turns and decreased the time it took to traverse the level!
Technical Constraints • Already at perf limits on the Xbox 360 & low-end PC • Already at memory limits on the Xbox 360 • Our water shader had limited instructions left for our low end hardware ps2.0b
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