OpenGL Ambient Occlusion
Finished the ambient occlusion system, in OpenGL as well…
Before:
After:
Also arrived to the conclusion that I can’t really use the ambient occlusion to make the sprite shadows (they’re too small to actually impact the occlusion properly)… So I’ll have to use either the shadow system (still under consideration) or the decal system (waiting for development)…
Also, not sure on what my next step will be… My to-do list is quite large, but a lot of the stuff is very boring, and when you’re doing a game in your spare time, motivation is everything!
But since ambient occlusion was fun (even if a bit frustrating at times), I should probably tackle one of the boring tasks now… I’ll sleep on it…
Now listening to “Silent So Long” by “Emigrate”
Link of the Day: Beautiful pixel art on this Kickstarter project… And it looks like my cup of tea (although I’m not sure how well the SHMUP genre can mix with the adventure genre, it seems like two completely different, disjointed target audiences): https://www.kickstarter.com/projects/imagosfilms/starr-mazer
https://www.kickstarter.com/projects/imagosfilms/starr-mazer
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