Jump to content
  • Advertisement
  • entries
  • comments
  • views

Changes, SVN, and hard work.

Sign in to follow this  


Well this update does not include many VISUAL changes(just the lack of bloom, better textures, and the ability to see clear across the map). In the backend though, QR has written a time system which I used to make the map system enable and disable objects depending on time(more lines of code than you'd think, as it checks month year day hour etc).

QR has also been hard at work on a dynamic sky system that maps a dynamic color onto a skybox in a shader, with billboarded clouds and all. I can't wait to see that in action.

We got subversion working and might I say, if you need source management USE SUBVERSION. I highly reccomend OpenSVN as a host.

EDIT: Also, there is no lighting due to bad vertex lighting on the terrain(LOD issues) I'm working on a per pixel lighting shader to rectify the issue.

And on that note, I leave you with a screenshot from one end of the map to the other.

screenshot without bloom
Sign in to follow this  


Recommended Comments

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!