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.

Post news Report article RSS Feed Procedural Animation and Terrain

In this update you'll read about the development of Overgrowth's terrain, at the end of this update you'll also get a look at the procedural animation system David has been working on.

Posted by Silverfisk on Nov 29th, 2008

The focus lately has been on developing the terrain, pretty much effort has gone into making it look as good as possible while making it run smoothly. The Wolfire team is using World Machine 2 to make the terrain for their game, the result is a more natural look with believable mountains and hillsides. Another great thing about World Machine 2 is that it's free for non-commercial use, so all you modders can make your own maps! I will go through the development all the way from the start to where it is today.

Terrain Coloring

First up is terrain coloring, terrain coloring is good in many cases, for example it can make one grass texture into dark green grass, dried grass or bloody grass, all by just painting on the terrain.

Terrain Shadows Low Res Terrain Shadows High Res

Here you can see the terrain shadows, the left shot shows an earlier, blurrier version while the right one is much more detailed. The shadows are pre-computed into the texture wich means no limit on the texture resolution and no impact on the framerate!

Ambient Occlusion Ambient Occlusion

Direct lighting is only half of the lighting system, there's also light coming from the sky rather than from the sun, this is called ambient lighting. In the left picture you can see the ambient shadows with drastically increased contrast. The right picture shows how it looks combined with the normal shadows.

Let's leave the terrain and go on to the procedural animation system. Overgrowth will not feature conventional animation of characters, you'll see coded animations instead. The biggest advantage with this is that it will look totally awesome! While traditional animations might look stale and jumpy sometimes, procedural animatinos ensure smooth, realistic and much more dynamic animations in all situations.

While working on the animation, David took breaks from time to time to record videos of each stage. The following video show those recordings, the final animations will look much better than the last scene in this video.

Thanks for reading and stay tuned for more updates!

Post comment Comments
NullSoldier Nov 30 2008, 12:46am says:

Very interesting, i'll take note of this in the future.

+2 votes     reply to comment
FJS Nov 30 2008, 1:44am says:

hey very interesting video indeed. I love your style, the badass animals look awsome.

+1 vote     reply to comment
Arxae Nov 30 2008, 6:02am says:

oooh lugaru rocked :D
good to see you here ^^

+1 vote     reply to comment
ausbushman Nov 30 2008, 6:21am says:

The animation looks awesome indeed! And I'm loving these animals!

Really good work guys, thanks for sharing.

First time I've come across this game too - watched!

+2 votes     reply to comment
Daystranger Nov 30 2008, 11:44am says:

Looks nice.
I always liked procedural animations.

+1 vote     reply to comment
DOLBYdigital Nov 30 2008, 2:44pm says:

Excellent video, just found out about this one as well. I like the concept and always enjoy good melee games! Keep up the great work :)

+1 vote     reply to comment
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