Hi Carsten I was just wondering, when will we see proper lighting on terrains?
Also on the Devmaster.net website, the Spherical Harmonic lighting is still listed, whats going on with it, is it still in the engine?
Thanks
A few Questions
Re: A few Questions
Dear Scott,
your questions are good ones:
Right now, we've already begun working on integrating a "true" physics engine into Ca3DE, and I'll post more details about these exciting changes soon.
Work on the lighting and shadows code will begin as soon as the new physics code is finished.
Independently from that, the SHL code is currently not active, but still there: CaSHL, the SHL-equivalent to CaLight, and general support for SHL-maps in the file formats etc. is still there and works, only the GPU shaders are currently missing. The performance of SHL rendering was cumbersome at the time I wrote my thesis, and I therefore omitted their shaders when I rewrote the Ca3DE Material System. (Also because the current trend is clearly away from lengthy precomputations, but towards immediate results by dynamic lighting.)
However, all related code is still in the latest Ca3DE code base, and is automatically available to those who obtain a source code license.
your questions are good ones:
The implementation of shadow-maps (in this case as cascaded shadow maps), is one of my next major goals. I realize that the lighting of terrains is currently quite boring and that the Radiosity computations are slow, so this is a big issue to me that I'll address soon.scott wrote:Hi Carsten I was just wondering, when will we see proper lighting on terrains?
Right now, we've already begun working on integrating a "true" physics engine into Ca3DE, and I'll post more details about these exciting changes soon.
Work on the lighting and shadows code will begin as soon as the new physics code is finished.
You're right, the details on the Devmaster.net site are terribly out of date and need a thorough update!Also on the Devmaster.net website, the Spherical Harmonic lighting is still listed, whats going on with it, is it still in the engine?
Independently from that, the SHL code is currently not active, but still there: CaSHL, the SHL-equivalent to CaLight, and general support for SHL-maps in the file formats etc. is still there and works, only the GPU shaders are currently missing. The performance of SHL rendering was cumbersome at the time I wrote my thesis, and I therefore omitted their shaders when I rewrote the Ca3DE Material System. (Also because the current trend is clearly away from lengthy precomputations, but towards immediate results by dynamic lighting.)
However, all related code is still in the latest Ca3DE code base, and is automatically available to those who obtain a source code license.
Best regards,
Carsten
Carsten
Re: A few Questions
Wow the physics sounds great cant wait to see moreCarsten wrote:
The implementation of shadow-maps (in this case as cascaded shadow maps), is one of my next major goals. I realize that the lighting of terrains is currently quite boring and that the Radiosity computations are slow, so this is a big issue to me that I'll address soon.
Right now, we've already begun working on integrating a "true" physics engine into Ca3DE, and I'll post more details about these exciting changes soon.
Work on the lighting and shadows code will begin as soon as the new physics code is finished.
-
- Posts:1
- Joined:2011-06-20, 22:05
Re: A few Questions
TRUE physics! sounds awesome! me too I can't wait!
edited: oops, necroposting. i am such a noob at these things.
edited: oops, necroposting. i am such a noob at these things.
Logan: Are you Remy LeBeau?
Remy LeBeau: Do I owe you money?
Logan: No.
Remy LeBeau: Then Remy LeBeau, I am.
Remy LeBeau: Do I owe you money?
Logan: No.
Remy LeBeau: Then Remy LeBeau, I am.
Who is online
Users browsing this forum: No registered users and 16 guests