0 A.D. is a free, open-source, cross-platform real-time strategy (RTS) game of ancient warfare. It's a historically-based war/economy game that allows players to relive or rewrite the history of twelve ancient civilizations, from Iberia to Mauryan India, each depicted at their peak of economic growth and military prowess. Developed using Pyrogenesis, a ground-breaking new game engine custom-built to suit this project, 0 A.D. will give players a rich and entertaining real-time gaming experience.

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Ambient Occlusion
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Heaney Jun 14 2012 says:

VERY nice looking!

Great addition to the engine.

+7 votes     reply to comment
Chompster Jun 14 2012 says:

a very obvious difference. looks great :)

+2 votes     reply to comment
clonekingtehsniper Jun 14 2012 says:

does this change the way light is formed around objects instead of putting the shadows in by hand?

+2 votes     reply to comment
Mythos_Ruler Author
Mythos_Ruler Jun 15 2012 replied:

The engine will pre-compute a light map, which is a 2nd texture applied over the object simulating the illumination (or rather, the lack of illumination) from ambient light. So basically, the modder or developer doesn't have to burn the shadows by hand, and multiple objects can use the same diffuse map, since the light map is created separately on a per-object basis.

+2 votes   reply to comment
AirborneSn1p3r Jun 15 2012 says:

amazing, really looks unique the way it comes through the pillers

+3 votes     reply to comment
Necrod Jun 15 2012 says:

This was definitely missing. Can't wait to see bigger scale screenshot

+2 votes     reply to comment
localhost11 Jun 15 2012 says:

"...removing the need for artists and modders to bake textures or render light maps themselves in Blender or 3DS Max. This would happen dynamically for each new model..." - GREAT JOB!!!

+3 votes     reply to comment
Chronosheep Jun 15 2012 says:

Why not use SSAO (perhaps as a supplement)?
SSAO would add ambient occlusion to the ground and dynamic objects (animated stuff like infantry and wagons) as well, not just static models. (If this method is used on a dynamic model, the lighting would not be correct in many circumstances)

Anyway: Great work. Can't remember seeing an engine that pre-renders AO maps in this way.

+1 vote     reply to comment
feneur Creator
feneur Jun 15 2012 replied:

To read the entire discussion, including SSAO, Bloom, etc etc click the link to go to our forums... ;) Let's just say that if all the things myconid have been working on are included it will make a huge difference to the look of 0 A.D. (Some of them will require work by the artists though, so don't expect things to change too much right away. Some like this will not though, so as soon as they're finished and tested they will make a big difference :) )

+4 votes   reply to comment
calicoyoda Jun 15 2012 says:

Nice job :D. I'm having loads of fun with the Alpha right now, it brings back memories of Empire Earth, AOEII, AOEIII, and AoM.

+3 votes     reply to comment
Orac| Jun 17 2012 says:

That's gorgeous.

+1 vote     reply to comment
alphaflight83 Jun 18 2012 says:

That's one piece of awesome enhancement. Keep up the great work.

+1 vote     reply to comment
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Open Source contributor, myconid, has been working on adding additional visual enhancements to 0 A.D.'s graphics engine. One of these enhancements is Ambient Occlusion, which simulates a measure of how much each part of the model is illuminated by indirect sunlight (mainly from the sky or other objects).

On the right is the current lighting implementation and on the left is the ambient occlusion light map applied by myconid's changes. The engine would pre-render the light maps for all of the models in the game, removing the need for artists and modders to bake textures or render light maps themselves in Blender or 3DS Max. This would happen dynamically for each new model as it's added to the game.

To follow the discussion of additional enhancements to the game's rendering engine, go to our forums here: Wildfiregames.com

Jun 14th, 2012
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