Wednesday, April 29, 2009 at 10:22 PM |  
Been busy building more track varieties and adding new lighting solutions for our next level where there will be no sun light to light up the scene. Next step would be adding lightmap for smaller light sources whereby majority of the scene lighting will be lit up using real time lighting.

Posted by Prometheus

2 comments:

Robert said...

Thats very cool. The editor and game looks awesome.

By the way, have you guys thought of doing a directional lightmap system? I'm not sure how dynamic your lights are, but if they remain mostly static then you can light your levels using 3 lightmaps which interact with your normal mapping etc. The advantage is you can have an extremely complicated lighting setup, even including radiosity/global illumination, and render level geometry with all lights in a single pass (not to mention that single pass will be quicker than a normal single light pass). Then for any dynamic geometry you can simply light as usual. This is what is used in unreal engine 3.

It came to mind becuase your game seems to fit perfectly with this method.

April 30, 2009 at 11:37 AM  
Lf3T-Hn4D said...

Hi, thanks for the comment.

We do had thoughts of using directional lightmaps. However, due to it's complexity, it requires us to write our own lightmap baking tool which will only push our dateline even later than what we anticipated. Hence we don't plan to do this yet.

May 3, 2009 at 3:36 AM  

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