Game Development Community

Fog

by Tyler Frans · in Torque Game Engine · 07/02/2002 (10:51 am) · 4 replies

Just a curiousity question for the GG crew. Why was the current fog render method settled upon as opposed to the earlier development (Tribes 2) version? I had remembered old dev shots and just went looking across the net to find a sample. Here's a pic:

www.gamers.nl/i/200204/smallimg1018019384_0.jpg
I liked the wispiness look, but was wondering what the setbacks were or why it never went through to final? What was this method as well? Thanks guys. :)

#1
07/02/2002 (3:45 pm)
Speaking of fog, two of Melv May's screenshots of his water shorelines look kind of like a pool of fog. They're the two without a water texture.

I was thinking that it shouldn't be too hard to make a "fog sphere" (don't know what else to call it). It might be possible to use some of his shoreline code to do it. If I knew anything about OpenGl programming, I'd do it myself, but I don't, not yet anyway.

How useful do you think a "fog sphere" would be? I like the current fog system, but it's limited and hard to work around.
#2
07/02/2002 (4:49 pm)
Actually you know what I think would make a good read is a summary from all the GG staff about like the whole design process of the engine and Tribes 2. Like the decisions that went behind adding a certain graphics feature, or even changing it-- such as the fog.

I think that would be kind of cool actually :)
#3
07/03/2002 (8:41 am)
Hmm. Guess no one's available. :) But I also agree that a dev narrative would be a very nice read.
#4
07/19/2002 (10:38 am)
Now, how to turn the fog off??