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Wednesday, December 29, 2010

Bright Lights

So with a new day comes new problems. I'm sorting out the advanced lighting system within the engine. I say advanced since it needs to process real-time ambient occlusion and normal mapping while the game is running. Sure I could use baked-in lighting or light mapping but that'd just be cheating. Besides, I'm trying to create an immersive experience here!

So anyway, in the spirit of learning I found that dynamically scaling objects down in the 3D space, exponentially increases their perception of the scene's lighting. Basically, the smaller I make an object via scaling it, the more it seems to glow under its own power, and the larger I make it the duller and darker it seems to be. This is a bit of a problem with what I'm trying to achieve, so I've had to re-write a few bits of code and a few assets to make everything work with minimal scaling. It was a pain in the arse and it took me two hours, but it ends up making the engine run a heap better, so I can't complain too loudly... More to come soon!

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