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Monthly Archives: April 2010

The island so far…

I figured it would be fun to post occasional screenshots of the island so people can see it gradually come together over time.  Here’s the first one. Keep in mind that this is all a rough draft for gameplay purposes, and none of this is supposed to look remotely like …

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Jonathan Blow April 28, 2010 April 28, 2010Progress Shots 26

Graphics Tech: Shadow Maps (part 2): Save 25% texture memory, and possibly much more.

In the previous part, I talked about my reasons for wanting to use Cascading Shadow Maps (one of the biggest: image stability), then said that we had implemented Michal Valient’s version of the algorithm, and mostly liked it, but wanted to reduce the memory usage. This time I’ll show how to …

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Jonathan Blow April 21, 2010 April 27, 2010Engine Tech 27

Graphics Tech: Multi-lightmaps

Ignacio has implemented the first version of the handling for light sources that change (doors that open or close, lights that can be switched on or off, etc).  The idea is that we just precompute different lightmaps for each of these cases and blend between them at runtime.  In the …

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Jonathan Blow April 12, 2010 April 12, 2010Uncategorized 25
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