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Lugaru 2 Multiplayer

December 16th, 2006

Henry just got initial multiplayer support working; we can now connect and chat and jump around! There is no fighting yet, but this is a great first step.

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Terrain LOD

September 23rd, 2006

Dynamic terrain level of detail is working now using a form of patch-based geomipmapping; this means that we can seamlessly render distant terrain at lower level of detail, so polygon count does not increase exponentially as view distance increases. This means that we can make the far clip plane much farther away while maintaining high framerate, so you will be ...

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Lugaru 2 Music

August 21st, 2006

There has been a lot of talk in the forum about Lugaru 2 music, so we decided to post a track with excerpts from several of Mikko Tarmia's fantastic songs. There are several kinds of songs in Lugaru 2, and they will play based on the current situation and Turner's emotional state.

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New blog design in progress

August 12th, 2006

We are working on a new design for the blog (and site in general); I suppose I don't have to include a screenshot. :)

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Morph targets

August 11th, 2006

Morph targets allow us to create several model variations and interpolate between them, so that we keep all of the benefits of skeletal animation as well as the flexibility of traditional keyframe animation. This allows our characters to blink, breathe, make facial expressions, and other soft motion that would be difficult to simulate using bones. Here is an example of ...

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Some user created highlights

July 17th, 2006

For those of you that don't follow the forum, you are missing out on a lot of great stuff. Lucky for you, I am going to highlight three of my favorite things that have popped up. First in the spotlight, we have Silb's Lugaru total conversion: Lugaru Temple. This replaces the original campaign in Lugaru and puts you ...

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Normal mapping

July 17th, 2006

I just got normal mapping (with or without specular lighting) integrated into the game engine properly, so we can render detailed bumpy surfaces such as wrinkles in cloth or ornate carvings. We are making sure to keep the normal mapping toned down and realistic, so we can avoid the shiny-plastic look plaguing many recent games.

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