I am currently working on the actual Job/Order System, which is a bit more tricky than I actually supposed. Here is a quick screenshot of how it looks now (I’ve forgotten to add some corners as well… ) - I may do another progress video soon to show some current material, so stay tuned I’ve also completely redesigned my geometry builder (again) to make it more easy to expand it with different Block Forms (and still work together with per-block-lighting, selections, pathfinding etc) - as a bonus I was able to squeeze a bit more speed out of it as well (the geo builder runs single threaded for several reasons) - I now have also built in ramps and ramp corners and already have several other blocktypes in mind Main problem (for me) was mainly that I am overwhelmed with several things like handness, view space and position recreation, TBN multiplication order, halfpixels and some hard to spot errors in available tutorials.Īnyway - I am still not definitely finished with getting everything right, but at least I got a result which I found pretty pleasing and reassemles the baked AO pretty well! So I turned over to SSAO again and fight with all the quirks associated with it. I actually sacked the baked AO - it was just not working out for what I’d imagine. So it may take some time until I come up with a new video I guess, let’s see if I can get a better SSAO to work, it would be pretty cool to have actually Baked AO on a 4vert Quad also has some visual drawbacks which are impossible to solve without increasing vertex count. In an earlier prototype of this engine, I played around with SSAO - but the results were not satisfying - but I may give it another try, because it may solve other issues (like AO at trees, avaters, assets etc) - I am not sure if Baked AO is the way to go here. I am currently still thinking about different solutions to make this process less tedious than adding just another check in the creation and redo this for at least 8 other types … uuuhm. As you can see in the screenshot, I am not finished with the AO and there is still AO where the ramp meets the floor, where there shouldn’t be AO. In the process I found that my old geometry builder was not suited well and so I refactored it from ground - it’s now faster and easier to handle new sorts of block types.
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