Announcements > Development
2012/02/05 - Shadows and Shaders vs. Interiors and Terrain [Fan Art Too]
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Robo Dude:

--- Quote from: .::Taboo::. on February 05, 2012, 07:02:14 PM ---that's what you get for being a cheap bastard

--- End quote ---
Some people get computers handed down to them from parents or cousins cause there poor.
Flush535:
How about using height maps to generate unbreakable bricks as terrain?
Hank:
This is really cool. Can't wait to see this.
M:

--- Quote from: Reactor Worker on February 05, 2012, 07:02:21 PM ---Are the shadows generated in real-time? Do they affect everything (players, vehicles, particles, etc)?

Are the shadows dependent on the "sun" object in the mission editor? Can it be moved in real-time? Can the hue of it be altered?

How well does it handle transparency?

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More importantly, will vehicle physics also see an upgrade to retain some semblance of usability? A porting over to bullet physics, perhaps?
Bushido:

--- Quote from: Wizzeh on February 05, 2012, 07:03:28 PM ---Also, a big finger to GSF Ghost, which I appreciate immensely.

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