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More shadows

May 18th, 2006

I extended the shadow projection to work with any model in the game (including moving tree leaves), and they can project onto other models as well as the ground.

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Starting shadows

May 10th, 2006

Shadows are now working in-engine! They use a modified shadow mapping technique, and are blurred based on distance from the shadow caster due to diffraction and ambient lighting.

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More trees!

April 28th, 2006

Tree growth is now also affected by gravity and sunlight, and leaves now have very simple self-shadowing to make the volume more visible.

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Specular reflection

April 24th, 2006

Per-pixel specular lighting lets us render objects that are shiny, but not reflective like a mirror.

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Trees

April 24th, 2006

I am working on in-engine tree and plant growth based on terrain nutrients, water, and sunlight, and it is still in very early stages, but starting to come together. It is focused more on gameplay applications (climbing, breaking,etc.) than on graphics, but will look good too once shadows and lighting are working on the leaves.

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Still more water!

April 24th, 2006

I have updated the water again, with a focus on underwater effects!

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Water refraction and volume fog

March 17th, 2006

The water now dynamically refracts objects submerged in it, and is full of floating dust so that light cannot penetrate it very far.

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