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(+1)

Another update showing how the project is currently looking and how I'm masking the objects in front of the player.

Initially, the walls and floors were only a plane, and the transparency came from backface culling, but I wanted the structure to feel more solid, so I decided to add depth to the walls, floors and ceilings.

Here is a screenshot of the entrance area:


And without hiding the walls/ceilings:


Also put a zoom in and out function:


I wanted to be able to set the transparency of any object and also create a mask around the player for objects in front of the camera:



To avoid using materials with transparency in all my assets I'm using the DitherTemporalIAA node, which actually creates a mask (either complety visible or invisble), but uses a dither pattern to fake transparency.


Here is a video showing the area and the masking effect (sorry for the low quality):


There is a bit of an artefact when you're moving but it's very minor and it's worth it for the optimization.