Author Topic: 2012/02/05 - Shadows and Shaders vs. Interiors and Terrain [Fan Art Too]  (Read 513278 times)


However we are not going to support tunable soft shadows (where they run at same speed/quality but the look can be tweaked).

Oh, I thought we were talking about something different.

If you want to have tinted shadows, then you better get to work creating a raycasting engine which won't bog down your system to 1 frame-per-second.
lern2gpurender

However we are not going to support tunable soft shadows (where they run at same speed/quality but the look can be tweaked).
Wouldn't this be easy to do?
« Last Edit: February 13, 2012, 08:15:24 PM by Khepri »



Dang it I wanted to make that picture.
You can remake it. I did a stuffty job on it :(

[img]http://img839.imageshack.us/img839/8981/kompu.png[/img
[img]http://img39.imageshack.us/img39/4280/shadowsn.png[/img
just made my day


Just cause I felt like it..

Just cause I felt like it..


Did you make the whole thing? If you did, holy stuff, great job!!

Not sure if this is off topic, but when you said:
Good point. We'll continue to have a tutorial.
Does this mean you're going to build the tutorial? Or will it be made as a map again?

Also, will the new system's "plane" you mention be endless, so as to eliminate Slate's edge?

If you want to have tinted shadows, then you better get to work creating a raycasting engine which won't bog down your system to 1 frame-per-second.
Not true, it could be done with shaders.



Kompressor for being so awesome I made you this:


That's you with your awesome wig and Shadow Lazer 9000.

I'll post some more pictures of you in action latter.

Kompressor doesn't have grey anime hair.