Advertise on the GDN Network
 
 
GDN Home
News Archives
Forums
Members List
Submit Article
GDN Newsletter
GDN Media Kit
Interviews
Reviews
Previews
Screenshots
GDN TV
Patches/Updates
Upcoming Releases
Publishers/Developers
Games List
Review Score Scale
Eipix
The great dilemma...
Fun -part2-...
Wolfire Games
Bands and Orchestras...
Triangle Mesh Voxelizat...
Christophor Rick
Upcoming at GDN...
Closing the door on 200...
Robert Hedlerfog
My first blog post at G...












LFG Expo


GDN Proudly Hosted
on an HWS VPS

Index » Blogs
Overgrowth Dev. Diary #4 Terrain, Objects and Shadows

Posted by DEVWolfire, Dec 31, 1969 19:00

My first two developer’s diaries described how Wolfire set up it’s optimized terrain mesh, blended the seam between the skybox and the terrain with a special haze effect and created self-shadowing terrain given the sun’s position.  This is all well and good for a realistic-looking barren wasteland but what happens when you add objects to the mix?  A few extra lighting and shading cases get created.

One major case is that objects on the terrain should be casting shadows on the terrain.  In the world of Overgrowth where there are no high-tech explosives, it seems reasonable that a big rock like this one, is not going to get moved around.  Therefore, this object can be treated as static geometry just like the terrain itself.  The same algorithm that gets used to bake the terrain’s self shadowing effects onto the terrain texture, can also be used to bake static object shadows onto the texture.  Here is the result of David’s object shadowing work.

In addition to objects casting shadows on the terrain, the terrain should also cast shadows on objects.  Obviously, objects shielded from the sun by the peak of a sand dune should be darker than objects receiving direct sunlight.  Here’s what it should look like.

This is a great start for direct lighting with static objects.  Dynamic objects become a bit trickier because if you try to update shadows in real time, it can be very expensive.   Also, in the real world, a good part of the lighting that appears on an object is not caused by direct sunlight but rather indirect ambient lighting emitted from the whole sky.  Wolfire’s Phoenix Engine accounts for these issues but I will save them for a future post.

To catch the latest Wolfire development news, please check out the Wolfire Blog.

Comments
Rules
1. No cursing or swear words: Use proper language to express yourself.
2. No flooding or spamming the comment system, abuse will result in a ban.

You may not post comments as a guest. Please register or login to your account.
 
 
Search the site:

  Follow GDN at:

Dragon Age Origins & Awakening Expansion UK | Fri, 19 Mar 2010
Description: ...[more]
Dragon Age Origins Digital Deluxe Version & Awakening Expansion UK | Fri, 19 Mar 2010

Dragon Age Origins Awakening UK | Fri, 19 Mar 2010

Command & Conquer 4 Tiberian Twilight UK | Fri, 19 Mar 2010

Black Circle | Thu, 18 Mar 2010

Chronicles of Riddick Assault on Dark Athena | Wed, 17 Mar 2010

Jetsetter | Wed, 17 Mar 2010

Sports and Manager Pack | Wed, 17 Mar 2010

Codename Panzers Cold War | Wed, 17 Mar 2010

Bob Came in Pieces Mac | Wed, 17 Mar 2010

Get Impulse!

 
Advertise | Submit News | Contact | Pages | Blogs | Forums | Downloads | Video | Privacy Policy | About Us | GDN Staff | GDN Review Scale
News & Articles RSS | News RSS | Article RSS | Video RSS | Reviews RSS
 
Check our stats at: |