DOOM III In Daylight?

Started by
20 comments, last by Cipher3D 20 years, 8 months ago
A simple thing you can do for outdoor scenes is:

Directional Bumpmapping + ShadowMap (sunlight) +
Skylight (bumped cubic lookup or interpolation between sky/ground color based on per-pixel normal)

The skylight gives you some ambient with color variance based on the per-pixel normals so you get lighting variation even if the sunlight is weak or in shadow and you can always see the bumpmapping effect.
Advertisement
quote:Original post by neurokaotix
This is why I think that HL2''s engine is superior, it looks like it can support more than an extremely dark corridor.

James Simmons
MindEngine Development
<a href="http://medev.sourceforge.net" target="_none">http://medev.sourceforge.net</a>


All the world lighting in HL2 precalculated gi. With Doom it''s all real time direct illumination. Both these engines were geared towards first generation dot3 hardware as a minimum, so either tradeoff is acceptable.

This topic is closed to new replies.

Advertisement