Ambient occlusion
Direct light and shadows from the sun are only half of the lighting system in Overgrowth. The other half is indirect light from the rest of the sky. To make the indirect light look realistic, we also have to calculate indirect light shadows! I thought this looked cool, so here is a screenshot of the indirect shadows on the desert terrain, with drastically increased contrast.
Rawr.
is it just me or is the sand in that texture really big?
or is this a LOD/Distance thing
Why does it seem like your graphics are always perfect looking… and on my alpha 2 they look like checkered and semi-transparent?
Sounds like a bug! Let’s figure it out in SPF.
Woah
Rawr.
Hopefully my Macbook will we able to run this, it looks awesome!
[...] from direct sunlight (link), the engine now also accounts for ambient lighting and occlusion (link). Combined these effects have resulted in surprisingly realistic [...]