Session 68

The Collector

Join us for an exploration of future gameplay ideas, before diving back into our shader exploits. As much as we love “steve shading”, we’re now calling our method the “wiresolid” shader. We walk through the pros and cons of the different techniques we’ve been experimenting with, and add a few additional tweaks – such as anti-aliasing!

We learn a great deal about our screen-space derivatives for edges, and found even more OpenGL features that we wish we could use but that aren’t available in WebGL. Ultimately, we decided to commit to “wiresolid” shading for our models with our current limitations, and are ready to begin adding it to the actual game!