Rain effects, better lighting model, optimized code

Post article RSS Articles
Fake Specular Maps from Diffuse Texture

Fake Specular Maps from Diffuse Texture

Textures Tutorial

Using the dot product of the diffuse texture, we can create fake, grayscale spec maps for textures / surfaces that don't have a real spec map texture...

Easy Fresnel Lighting Effects to Enhance Your Game World

Easy Fresnel Lighting Effects to Enhance Your Game World

Textures Tutorial

How to use simple dot products and fresnel function to come up with inexpensive lighting effects to enhance scenes in FPS games via sun-facing brightness...

Measuring FPS Performance (Beyond % Lows)

Measuring FPS Performance (Beyond % Lows)

QA/Testing Tutorial

Avg FPS helps measure quantity, but Coefficient of Variation is a better measure of smoothness then % Lows.

Fixing & Expanding FUEL's Lighting Model

Fixing & Expanding FUEL's Lighting Model

Feature 2 comments

Fixing FUEL's lighting model, so normal maps show up well in shadows, then expanding on it to add rain sheen, enhanced shadow detail and shadow-side speculars...