Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2018-06-27 in all areas

  1. I spent last 2 of my evening on the implementing of the addition light system in the pyrogenesis to find implementing bottlenecks for new objects. And I found some places, but that's not the topic. How additional lighting system looks: Fully dynamic lighting. And all light sources can be attached as props (i.e. to bones): "May the Light be with you..." But what restrictions do we have? We have 2 main: The lights can't throw shadows, because performance (we can implement it, but only few powerful videocards can handle it). There can't be many light sources in one place (at least for low videocards and since we don't support deferred rendering). Because shaders have own restrictions, particularly uniform sizes. But probably it's not the real problem. So I have a question: do we need additional light sources in near releases? Would it be real useful? P.S. I found strange normal values for some model, it should be investigated (probably the shader problem).
    7 points
  2. 2 points
  3. Also it's worth noting that Pyrogenesis should be a standalone engine. Just because 0 A.D. cannot handle it doesn't mean the engine shouldn't support it. IMHO the engine split would be great for that.
    2 points
  4. Just a random thought. I like the current Gaul building set because it is nicely visually consistent. Any updates to the models should strive for the same level of visual consistency in the end. Hold yourselves to a high standard.
    2 points
  5. Can be nice try to Hyrule conquest such feature, a game with magic can need it.
    1 point
  6. Of course as option I'm mostly interested, is it useful without shadows for artists/modders? It'd be as option, so you'd can disable it. It's a little bit different technique, the glow effect can exist without lightings. Yep, but it requires the refactoring as I mentioned. So you could test my phab patches to accelerate this implementation You may notice it on clothes on sticks near the bottom house of 2.
    1 point
  7. Some new features are now that all units if in Formation move also as a formation, and forming a new formation assigns automatic a Hotkey Icon. From Version 2.0 on the balanced-mod is similiar to this mod, but without the more experimental features like champion auras or CC aura. You can get a impression how it works on youtube:
    1 point
  8. Yes, please. Don't automatically nerf graphics options just because not everyone can see them (yet). I remember a time when the team poo pooed the idea of normal maps or even self-shadowing (!). Another thing we need is lighting conditions to affect particles correctly, such as smoke and dust.
    1 point
×
×
  • Create New...