Wolfire Blog


; Subscribe

Object shadows

December 2nd, 2008

I extended the shadows and ambient occlusion maps to include static objects such as rocks and trees! The only thing left to do for the static lighting is to add lightmaps for shadows cast onto the objects.

Read more 0

Overgrowth Weekly Alpha

December 1st, 2008

Hey guys, we have just posted this week's Overgrowth Alpha, bringing us up to week 2! There is a lot of new stuff that's been covered on the blog recently (be sure to subscribe) and, of course, a little bit that hasn't. ;) The big changes are with the terrain rendering engine, bringing sweet shadows and higher detail ...

Read more 0

Preorder Overgrowth for Free!

November 30th, 2008

Yes, you read that right! Thanks to TrialPay, you can get a copy of Overgrowth for free simply by signing up for a free trial for another company like Netflix or by completing an offer for much less than the $29.95 Overgrowth costs. We have been testing this out in IRC to make sure everything works. Well, the experiment ...

Read more 0

Procedural animation redux

November 27th, 2008

While working on the initial procedural movement animation, I took breaks every now and then to record videos of each stage. I started out just blocking out the movement controls and then added layers of complexity. The final animation in Overgrowth is going to look much better than the last scene in this video! Overgrowth Procedural Animation Process from David ...

Read more 0

Desert tree

November 26th, 2008

Aubrey just created an amazing Joshua tree model! My plant rendering shaders are not good enough yet to do it justice, but I think this is a nice screenshot all the same.

Read more 0

Ambient occlusion

November 25th, 2008

Direct light and shadows from the sun are only half of the lighting system in Overgrowth. The other half is indirect light from the rest of the sky. To make the indirect light look realistic, we also have to calculate indirect light shadows! I thought this looked cool, so here is a screenshot of the indirect shadows on the desert ...

Read more 0

Announcing Weekly Alphas!

November 25th, 2008

Hey guys, we are going to be trying something new: weekly alphas! No exceptions. Every week, we are going to release a new build to SPF. Whether it's ready or not. We feel that this open development is a great way to smooth out compatibility issues early on, get feedback to make the game as good as possible, and ...

Read more 0