Its interesting that my last post here was 'Personal low' especially if you know that I actually had a great time in the last weeks. Wrote some lines here, got my Hexamat project back working, started a book, increased the usability of my engine, build a house, raised two kids ... well I did not all of those things but I'm fine. :)
Depth of Field:
The Depth of Field is if you focus your eye or camera on a object, you see everything beyond it blurred. You don't need it for my planed 2D game, but till now does sidetracking only got me forward. And it also taught me some lessons in RenderTargets, PostProcesses and Shaders in basic.
Well how does DoF work in video games? Simple, you render the scene, and render a blurred version of it, later you just render a third picture, were you interpolate between those two scenes based on the distance.
Simple as it gets does this way of DoF just suck. I've seen it and how it looks in Dragon Age Origins and just thought: "Hey, ... honestly? Is that the best way to do?" ... "NO!" I thought. So I grasped the next best DoF tutorial and took it apart. Learned the techniques it uses, cut them out and implanted my own.
Its not finished yet, and I don't know nothing about performance yet (no really ... what does that work mean? ... :p). So I will spend some more hours into it and make a sample, maybe even an tutorial.
I still don't know where I'll post it, as Ziggyware is hacked ... again. But we'll see. If I can build a Lego Mako and put the Manual online, I can do everything.
Tune in again when it says:
Mad Man Making
Greg the Mad