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 RSS Environment Shadows

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...

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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 - - 25 comments

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

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SAHChandler
SAHChandler - - 119 comments

Whale man is my hero.

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spellman23
spellman23 - - 127 comments

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

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blackmodeler
blackmodeler - - 1,015 comments

very sweet, great work!

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Sionfel
Sionfel - - 1,552 comments

the whale man!
he exists!

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Daystranger
Daystranger - - 327 comments

Whale man is amuzed.
Nice shadows.

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luch174
luch174 - - 148 comments

the ground looks like lettuce haha nice work :)

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sauerfreak
sauerfreak - - 243 comments

Veryvery nice, keep it up!! :D

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Armageddon104
Armageddon104 - - 3,128 comments

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

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Bird_of_Prey
Bird_of_Prey - - 1,616 comments

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

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pfannkuchen_gesicht
pfannkuchen_gesicht - - 520 comments

looks, great!
will you use realistic penumbra effect?

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