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Wolfire T-shirts!

November 29th, 2008

In preparation for the t-shirts we need to give out for the Lugaru video contest, we are bringing back the Wolfire Cafepress T-Shirt Store! We set the prices as low as we can on Cafepress. People will compliment you on your FireFox t-shirt but make sure to tell them it's Wolfire! To honor this occasion, I asked some classmates ...

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Lugaru Video Contest 50% complete!

November 27th, 2008

Hey guys! Just a note to let you know that the last video entries will be accepted on midnight, Dec 3rd (PST) which is about a week away! All you have to do is record a video and upload it to WeGame.com using WeGame's free client or using other software like Fraps or Snapz Pro. The winner - the ...

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Procedural animation redux

November 27th, 2008

While working on the initial procedural movement animation, I took breaks every now and then to record videos of each stage. I started out just blocking out the movement controls and then added layers of complexity. The final animation in Overgrowth is going to look much better than the last scene in this video! Overgrowth Procedural Animation Process from David ...

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Desert tree

November 26th, 2008

Aubrey just created an amazing Joshua tree model! My plant rendering shaders are not good enough yet to do it justice, but I think this is a nice screenshot all the same.

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Ambient occlusion

November 25th, 2008

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 ...

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Announcing Weekly Alphas!

November 25th, 2008

Hey guys, we are going to be trying something new: weekly alphas! No exceptions. Every week, we are going to release a new build to SPF. Whether it's ready or not. We feel that this open development is a great way to smooth out compatibility issues early on, get feedback to make the game as good as possible, and ...

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High-detail terrain shadows

November 24th, 2008

The shadow rendering is now much more optimized, and has no limit on resolution! Here is a screenshot of the same terrain as before at a higher detail level. Since all of the lighting is pre-computed in the texture, the increase in quality has no affect on the framerate!

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