Our biggest design goal for the Overgrowth editor is to achieve high-quality graphics with a minimum production time. This not only includes the time to create the level, but also any preprocessing steps we might have, such as lightmap calculation. To keep the lightmap calculation fast, we’re using a hybrid system of traditional texture baking and modern depth-map shadows.
By baking the depth-map shadows to a texture, we can render them at higher resolution, and thus eliminate most of the common depth mapping artifacts. Using modern GPU features like frame buffer objects, this can all be done in real-time. Also, because we are saving the lightmaps as a compressed texture, older video cards should be able to load the detailed shadows even if they would be unable to calculate them efficiently.
There is still a lot of work to do, but the direct lighting system is almost done. After we finish the ambient occlusion pass, we should be done with static environment shadows!(permalink)
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Beautiful! This editor kicks some serious butt.
great job guys!!! kick *** job!
Sweet!
Awesome! This is amazing!
Pretty amazing. I am excited to fight for the wolves.
Well done! Looks excellent.
Looks great, will give the designer the ability to use the shadows as a design tool for casting hints, directions, joining differently shaped models to create a specific shadow in the editor...
Man tha way the news are going this game must be in beta already.
Great work, that shadows just fill my eyes.
awesome. real-time shadows looks amazing. great work.
pretty good... interesting "land-whale"... can't wait to see the finished result...
do we get the cool music while working in the editor :)
This looks amazing, well done sir.
I cannot wait until this game comes out. It's very original concept. Nice work, guys!
Making great progress here.
amazing good job
Jesus Christ, it's The Whaleman, get in the car!
Cool!
I think the hips and shoulders need to swing sideways though...
i am unfeasibly excited for this game :)