Still messing with rendering code…
Posted by bluescrn
August 29th, 2009 7:50 am

Ambient Occlusion?
Still no gameplay whatsoever, but some very basic level editing, and sort-of per-vertex ambient occlusion, which works fairly well…
I am intereseted in your “sort-of per-vertex ambient occlusion” is it in a shader?? I would really like to utilise some of that tech. for my cave or more likely in other future projects,. any pointers?
From looking at the screenshot, it looks like he’s using darker colours for vertices which have higher vertices near them, so the colours can be computed from the height-map =)
yep, more or less as LunarCrisis explained – suitably simple for a 48hr game, but with quite nice results
The map is a 3D array of tiles, so for each vertex, I can count the number of occupied tiles adjacent to that vertex. I only count tiles above the vertex, and scan up a few tiles
The 3D tilemap is also very easy to project blob shadows on to – just re-render the top faces of tiles below the shadow-casting object, setting the UVs to position your shadow texture