Neo Nemeth
Contribution
In The Morning of Bo I worked mostly on rendering, namely we wanted to draw the entire world with a single color atlas texture and since we were aiming for a big open world, I needed to implement instanced rendering and various optimizations such as frustum culling.
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I also worked on various gameplay elements and visual effects such as having 2D spritesheet animations for weapon slashes, and miscellaneous particles.
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I also implemented a pure Entity Component System, based on the blogpost about EnTT. This worked pretty well and turned out to be pretty comfortable to use.
Team
Sad Centaur
Programming
Samuel Ryberg
Benjamin Ek
Niklas Jakobsen
Niklas Fredriksson
Neo Nemeth
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Animation
Daniel Fornell
Moa Bergman
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Level Design
Linus Lindborg-Persson
Vanessa Grundström
Christoffer Janbris
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Graphics
Albin Gunther
Victor Ek
Elin Ekelöw