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Still messing with rendering code…

Posted by
August 29th, 2009 7:50 am
Ambient Occlusion?

Ambient Occlusion?

Still no gameplay whatsoever, but some very basic level editing, and sort-of per-vertex ambient occlusion, which works fairly well…

3 Responses to “Still messing with rendering code…”

  1. jph says:

    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?

  2. LunarCrisis says:

    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 =)

  3. bluescrn says:

    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

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