Overgrowth takes place in the savage world of Lugaru where rabbits, wolves and other animals are forced to use paws, claws and medieval weaponry to engage each other in battle. Combining 3rd person adventure platforming with intricate melee combat, Overgrowth achieves a unique feel. Overgrowth also benefits from Wolfire's brand new Phoenix Engine which has been built from the ground up to allow the use of cutting edge graphics, animation, and physics. Add to these exciting features Overgrowth’s realistic artificial intelligence and streamlined control system and the result is an astoundingly immersive experience.

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It's getting exciting! We are using baked lightmap shadows in Overgrowth, but it's still important that they can be quickly calculated. Firstly because we want the shadows to update in realtime in the editor when you're moving objects around. Secondly because we're going to use it when calculating the ambient occlusion by placing hundreds of virtual lights on random on the sky dome...

Posted by Silverfisk on Apr 4th, 2009

We are using baked lightmap shadows in Overgrowth, but it's still important that they can be quickly calculated. Firstly because we want the shadows to update in realtime in the editor when you're moving objects around. Secondly because we're going to use it when calculating the ambient occlusion by placing hundreds of virtual lights on random on the sky dome.


These are older pictures where detailed shadows were rendered around the camera. Hale's Foothold map was used for testing purposes, it's complex enough to really test the shadow algorithms. The cast shadows are rendered as grey and the backfaces are rendered as black.


But David have been working more on the shadows since:

David wrote:The shadows in Overgrowth are now being rendered directly to lightmap textures, which are then read by the object pixel shaders to modulate the direct lighting.

Now I have no idea what that last part means but it sounds (and looks) pretty awesome.


These pictures show how the shadows look right now.


There's no ambient occlusion yet, but since we'll basically be using the same technique for that as we do with the normal shadows, that shouldn't be far away.



The whale man is very confused by the new shadows. He thinks his shadow is an enemy, and chases it all over the place, laying waste to our carefully crafted levels. Whale man model by OpethRockr55.


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Post comment Comments
DKR1138
DKR1138 Apr 4 2009, 11:20pm says:

Those are some pretty damn nice lightmaps... kudos sirs, this is looking amazing.

+3 votes     reply to comment
SAHChandler
SAHChandler Apr 4 2009, 11:56pm says:

Whale man is my hero.

+2 votes     reply to comment
spellman23
spellman23 Apr 5 2009, 2:47am says:

whoa. This is really awesome work. Keep it up!

+2 votes     reply to comment
blackmodeler
blackmodeler Apr 5 2009, 8:23am says:

very sweet, great work!

+2 votes     reply to comment
SupaNinjaMan
SupaNinjaMan Apr 5 2009, 11:14am says:

the whale man!
he exists!

+2 votes     reply to comment
Daystranger
Daystranger Apr 5 2009, 1:08pm says:

Whale man is amuzed.
Nice shadows.

+2 votes     reply to comment
luch174
luch174 Apr 5 2009, 3:34pm says:

the ground looks like lettuce haha nice work :)

+1 vote     reply to comment
sauerfreak
sauerfreak Apr 5 2009, 3:55pm says:

Veryvery nice, keep it up!! :D

+1 vote     reply to comment
Armageddon104
Armageddon104 Apr 5 2009, 6:12pm says:

Looks a lot better! I knew somthing was missing ;)

+1 vote     reply to comment
Bird_of_Prey
Bird_of_Prey Apr 5 2009, 8:30pm says:

Nice update! Shadows look great, and whale man makes me happy.

+1 vote     reply to comment
pfannkuchen_gesicht
pfannkuchen_gesicht Apr 6 2009, 4:07pm says:

looks, great!
will you use realistic penumbra effect?

+1 vote     reply to comment
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Overgrowth
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Wolfire Games
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