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For most people, game polish and shine imply visuals. And that implies artists. While there is a lot of work for the artists to do in this area, it is not exclusively their domain. After all, if it were, the only words in this chapter would read, Dear artists —please work harder and make it prettier! It’s a comment with zero substance, for sure. Instead we’ll look at concrete examples of how traditionally simple visuals can be improved with a little code, a little art, and a little combined effort.
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A common problem in developing first-person shooters is that there is no player visible on-screen, so only the arm is drawn. Since this is generally drawn after the scene, it doesn’t interact with the world.
If 192 is used, there is a glitch near the bottom of the shaft as the viewport jumps from 203 to 192 in a single frame. Because this only happens at the bottom and therefore takes time to test, it’s the sort of problem that can go unnoticed unless end-to-end testing is carried out.
Ranging from 480p to 1080p
An addition that only ardent players will notice. This is fully covered in Chapter 10.
It’s a similar argument to why the rendering mesh should be different from the collision mesh.
- In-Game Visuals
- Sequence number
- Chapter number
- Chapter 6