New engine features

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video_aspect

 

Sets the width / height ratio of the monitor, allowing the games to run in wide screen or normal (4 / 3) screen mode.

 

void main()

{

//        video_aspect = 4./3.; // start in 4 / 3 mode

       video_aspect = 16./9.; // start in 16 / 9 widescreen mode - force this aspect

//        video_aspect = 16./10.; // start in 16 / 10 widescreen mode

       level_load (test_wmb);

       fps_max = 70;

       video_mode = 7; // run in 800x600 pixels if possible

       video_depth = 32; // 32 bit mode

}

 

aum83_hotbeta1

 

 

screen_size

 

Allows us to set arbitrary engine window sizes.

 

void main()

{

       screen_size.x = 240; // start the game in QVGA mode (320 x 240 pixels, similar to a pda)

       screen_size.y = 320;

       level_load (test_wmb);

       fps_max = 70;

       video_depth = 32; // 32 bit mode

}

 

aum83_hotbeta2

 

 

Blurred stencil shadows

 

The built-in st_stencilblur.fx effect file blurs the stencil shadows with a Poisson filter, making them look much better.

 

#include <acknex.h>

#include <default.c>

#include <mtlView.c> // include the built-in Poisson filter

 

STRING* test_wmb = "test.wmb";

 

void main()

{

       shadow_stencil = 3; // use accelerated z-pass shadows

       stencil_blur(1); // blur the shadows using the built-in Poisson shader

       level_load (test_wmb);

       video_screen = 1; // start in full screen mode

       fps_max = 70;

       video_mode = 7; // run in 800x600 pixels

       video_depth = 32; // 32 bit mode

}

 

action my_soldier() // simple test action

{

       set (my, SHADOW);

}

 

aum83_hotbeta3