Friday 12 May 2017

2nd Week Progress





Thermal Camera for Professional Photography


Our game's purpose is to recreate the experience of a fire fighter, fighting flames and saving lives. As technology evolved, one of the most important tools of a fire fighter became a thermal camera. They use the camera to detect heat sources in order to find where fire is coming from and locate people trapped under debris or behind smoke.
Our focus this week was to simulate the thermal camera fire fighters use, and this is the result -


We worked hard in order to create an optimal shader that, unlike other thermal vision shaders out there, is based on the actual temperature of objects and is affected by heat sources such as fire.

The level is filled with smoke through which the player cannot see the victims. In order to find them, the player must activate his thermal camera, locate the victims, get rid of any obstacles preventing him from reaching the victims, and escort them to safety, by either bringing them to the front entrance of the building or throwing them out of any of the safe windows in the building.
Moreover, since the player does not have total overview of the level, they must use the thermal camera to locate rooms where there is fire by seeing that walls, ceilings or doors that are hot and make their way through to those rooms.

The shader itself was fairly simple to make. The shader receives data of all closely located heat sources and their temperatures, sums the temperatures up and decides on a color based on the distance of the object from the heat sources and a heat lookup texture, that looks like this:
Going from left to right, as the temperature increases, so does the "temperature" of the color.

In code, the shader calculation is very simple and looks like this:



Art progress
Main character, rigged 


Running Animation


Main building for level


Fire Particle System






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