Starting Physics
I just started working on physics expanding on the same general idea as the Lugaru physics engine; so far I have rigid constraints working, but nothing groundbreaking yet. Unfortunately physics are hard to demonstrate in screenshot form, but I will do my best.
Here is Turner with per-vertex physics after falling a bit too hard:
No modern game can compete without CRATE PHYSICS:
For comments, see the original thread.
GLSL and Normal Mapping
I redid my whole shader system to use GLSL instead of CG to save on function overhead, and added lighting optimizations and normal mapping.
For comments, see the original thread.
Per-pixel lighting
I added lighting shaders to render lights per-pixel rather than per-vertex; This allows for diffuse and specular bump mapping as well as an unlimited number of light sources.
I am going away for two weeks, but I will bring my computer so I can continue to work on this; though I might not be adding a major feature every day like I am now.
For comments, see the original thread.
Optimizations
I added view frustum culling (objects that are out of the field of view are not drawn) and a new form of frame coherency optimization. Basically it means that it only draws objects that have changed from your point of view, so the slower you are moving the faster your framerate will be. This is a proof of concept at the moment, so it is only really effective when the camera is not moving at all (except rotation).
This is a crowd of 10,000 models of 150,000 polygons each.
For comments, see the original thread.
Dynamic Cubemapping
I added support for dynamic cubemapping. This means that reflection and refraction effects can be applied to other object in the scene, and not just skyboxes.
For comments, see the original thread.