Just watched the video on "the rendering below" and how they did custom lighting. I really feel for those guys, it took me ages to get to where I am and it is non-trivial. But hey, maybe I'm an idiot so it just takes me a long time.
Anyway this is me (light and easy of course) in my "voxel lighting". It makes me think I am on the right track. I do effectively custom lighting and it took much trial and error to get it "right" and understand things. But I feel it is probably the thing that add atmosphere and worth it totally. It is hard in the sense, but it takes a lot of 10 steps forward and 9 steps back. But on the other hand easy in the sense I was able to do it using fairly basic techniques. It works wonderfully with the forward render. I see my lighting model on par with all the effort with supporting arbitrary gravity. I'm also a big fan on playing to the strengths of your engine and not fighting it. I think I'm seeing the benefits in this while integrating the VR movement as per robo recall. The biggest issue I have is this non z axis gravity which effectively means I have to turn blue prints into C++. the video I watched is here... https://www.youtube.com/watch?v=4D5uX8wL1V8
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One Liner...Strange Orbitz is a voxel, multiplayer, building rpg set in a space environment. Archives
June 2017
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