The fight for survival is on! OverDose is a class, team & objective based multiplayer game set on a post-apocalyptic Earth. With gameplay in the tradition of classic games such as Return to Castle Wolfenstein and Enemy Territory, melded with up to date gameplay mechanics and movement, OverDose is a unique blend of online action, team play and of course, lots of gore. Using id tech 2 as a base, OverDose features updated engine features like full real time lighting and shadow mapping, physically based rendering, particle and physics simulations and more. Plus, in classic id Software tradition, our engine and game are fully moddable and scriptable, meaning even amateur mod makers can bring their own creations to life with ease. This isn't war... It's an all out apocalypse!

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Add media Report RSS Subsurface Scattering + Rim Lighting (view original)
Subsurface Scattering + Rim Lighting
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nopushbutton
nopushbutton - - 719 comments

oh crap, nice!

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chris_sloany
chris_sloany - - 2,830 comments

looks really good.

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SinKing
SinKing - - 3,119 comments

great work. Tech 2 looks like a recent engine, now.

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Description

Two features we have been looking into for a long time are Subsurface Scattering and Rim Lighting. These two features give an amazing graphical boost, and when used in combination with flesh for example, they really so make the engine shine. In short, Subsurface Scattering tells the engine how much light a surface should let through, for example hold you hand up in front of a bright light source. Notice how the thinner parts of flesh have a certain translucency to them, showing up as a warm red glow under the skin? That’s Subsurface Scattering in real life at work. Rim Lighting is a feature seen in many games these days, mostly in cartoon games, as they give a very nice soft specular highlight to the edges of models when there is a light source behind them. In combination with Subsurface Scattering, this effect makes many surfaces really come to life, and really gives fleshy tones an amazing leap in graphical fidelity.