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Matt's Halo Updates - Search results for shader

Friday, June 29, 2001
Chris Hughes did some nice modifications to Cortana, as well as a bunch of other stuff I can't tell you about. Let's just say it involves two of the major characters in Halo's story. He showed me a sheet of paper covered with the equations that explain how Bernie's shaders work. "The scary thing," he said, "is that I almost understand it."

Friday, May 04, 2001
Bernie is also working on energy shaders for a plasma effect (already in the game and looking very good, though Bernie says they'll look much better in the end), another pass on the volumetric shader and a brand-new shader for the HUD.

Friday, April 13, 2001
Apart from mapping and shaders, most of the Pillar of Autumn's interior is finished - everything but airlocks and doors.

Friday, March 23, 2001
Did some more work on the model and environment shaders.

Friday, February 16, 2001
The transparent water shader is in, and while that isn't finished either it looks beautiful already. One of the planned improvements is depth fogging.

Friday, February 09, 2001
The team is tweaking the shaders, looking for a balance between realism and graphical flashiness.

Friday, January 26, 2001
Bernie as usual is upping the graphical beauty capabilities of the Halo engine. He's testing the fog effects (very realistic and used only for atmosphere, not to hide draw-in like other games), working on particle systems, transparent shaders, water effects, and doing some preliminary work on mirrors - but these are not just ordinary mirrors.

Friday, December 01, 2000
Jason, Chucky, Bernie and The Other Matt kept themselves busy over the holidays. Point lights. Transparent model shaders. New input code. A revised tag editor. More AI work. A new, "more intelligent" data structure for the models. Lightmaps work on curved surfaces.



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