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Desert Terrain

November 14th, 2008

Here is a desert environment for Overgrowth. In addition to using real world data, we are using a program called World Machine 2 (WM2) to add erosion details and other small scale features. WM2 allow for fast, high quality results and lots of unique detail with less effort. The program is also free for non-commercial use, so people should be ...

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Terrain coloring

November 9th, 2008

We are starting on actually making our landscapes look like real landscapes! So far we have completed a lot of the macro detail, like the general shape and color; but we still have a lot of work to do on the details.

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Shader-free fallback

October 29th, 2008

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. Shaders on left, shader-free on right

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Atmospheric haze

October 27th, 2008

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 ...

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Terrain: Part 1

October 7th, 2008

Hi all, Welcome to the first tech blog post for Overgrowth (...well the first since it became Overgrowth)! Making Overgrowth technically impressive is a big goal for us. As a small independent team, we can't implement every flashy feature, but we can implement a few core features in innovative ways. So that's what we've decided to focus ...

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New sky shader

July 19th, 2007

I was tired of my old sky dome, so I replaced it with a single quad with a pixel shader that handles shifting backlit and normal-mapped clouds, 'god' rays, and atmospheric scattering. It actually has a lower impact on framerate than the old sky because it is all drawn at the same time.

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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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