Hey guys I've noticed on our live chat that a lot of people end up asking similar questions about Overgrowth. I am happy to answer them individually but I bet a lot of other people…
In case you haven't heard enough about trees, I have decided to talk a little bit about how our tree assets work in Overgrowth. Many games use the popular tree editing middleware…
When we are rendering many objects on screen at the same time, we only have a few hundred polygons to allocate to each individual plant. We use intersecting alpha-mapped planes to…
Another week, another alpha! Here is what is new in Overgrowth this week. Overgrowth As usual, we have fixed a number of bugs, tweaked some stuff, and implemented some new features…
One of our favorite things to do is to find cool graphics research videos and to share them with each other on AIM. We're trying to stay current with the latest graphics techniques…
I finished up some trees and a few smaller bushes recently. Some of this stuff is still a work in progress, but I was happy enough with how the tree came out to show it off a bit…
One cool feature in Overgrowth is that it automatically and intelligently converts your image files when you run it. For example, Aubrey can be designing a level and working on…
David made this video a little while ago to help spice up our ModDB profile (be sure to join it if you haven't already!) I thought I would post it to the blog as well. Be sure to…
People who played Lugaru will be familiar with the ruins in that game-- often simple blocks of stone-like material, they played a critical gameplay role in many of the levels…