Monday, April 13, 2015

DAPPLED LIGHT!

You guys, I have been wanting to implement this feature for years.



After posting the last update, we realized that the mission shots were pretty.. ugly. So we did a bunch of environment work. Let me sum it up:


  1. Converted all our scenery and walls to use models instead of just images, for a huge performance gain, because now we can render portions as opaque, and discard fully transparent portions. This means we're drawing far fewer pixels in total, which is great.
  2. Fixed the overlapping light performance issue that was hitting us when we had many point lights close together in a scene, for another big performance boost. Now you can have lots of lights close together and it's no problem.
  3. Greatly improved the quality of the shadows, since we fixed the light performance issue.
  4. Darkened non-walkable areas so it's more clear where you can move.
  5. Added dappled light, with wind. This makes a huge huge difference for outdoor scenes. I'm kindof in love with it.
  6. Swapped out our HDR tone mapper for one that preserves saturation better, which means our colors are no-longer so washed out.
  7. Fixed some issues with the scenery fade algorithm.

I think environments are looking good now. Not shippable yet, but the tech is coming together nicely. Of course there are still a lot of missing pieces around combat clarity, and I'll hit a couple of those next, before moving back to the campaign.

The goal there is to put together a beginning-to-end experience that I can show people. Then, to start iterating on gameplay.

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