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.
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
VERY nice looking!
Great addition to the engine.
a very obvious difference. looks great :)
does this change the way light is formed around objects instead of putting the shadows in by hand?
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.
amazing, really looks unique the way it comes through the pillers
This was definitely missing. Can't wait to see bigger scale screenshot
"...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!!!
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.
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 :) )
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.
That's gorgeous.
That's one piece of awesome enhancement. Keep up the great work.