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 final game visuals.
Despite not looking fancy [...]
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 reduce the memory usage by 25% [...]
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 future (not the future of [...]


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