Shader-free fallback
We are working hard to make Overgrowth run smoothly for everyone, so we have a fallback rendering pipeline that uses no shaders at all! It doesn't look as nice as our high-end rendering mode, but it should work for almost anyone.
Atmospheric haze
I just added atmospheric haze to the engine! It is pretty subtle, so I made this comparison picture. It is notable for two reasons. First, it is radial fog, so it does not distort when you move the camera like fog often does in games. Second, it gets its color from a blurred version of the sky behind it, so it automatically blends well with the sky even if it has uneven color (like a sunset).
Alpha Testing / Join our Facebook group!
Hey guys. We recently made a Facebook page for Overgrowth with a bunch of new concept art, some videos, and music!
Here's the deal: Once we get 500 fans on the page, ready or not, John is going to grab the latest build, call it Alpha 1, and we're going to start alpha testing in SPF!
Live texture/shader updating
I just made Overgrowth dynamically update textures and shaders whenever you edit them outside of the program, so you can instantly see the changes in-game! This has no negative effect on performance because it only checks for changes when you switch to another application and back, and even then it only reloads files that have been modified.
I also updated our videos to play in HD while embedded here in the blog!