Direct light and shadows from the sun are only half of the lighting system in Overgrowth. The other half is indirect light from the rest of the sky. To make the indirect light look…
Hey guys, we are going to be trying something new: weekly alphas! No exceptions. Every week, we are going to release a new build to SPF. Whether it's ready or not. We feel that…
The shadow rendering is now much more optimized, and has no limit on resolution! Here is a screenshot of the same terrain as before at a higher detail level. Since all of the…
I just got terrain self-shadowing working! I also started optimizing rendering by automatically baking all of the sky and sun lighting into a single texture, so the real-time …
Win a Free Copy of Overgrowth and a Wolfire T-Shirt!!
November 20th, 2008
It is my great honor to announce Wolfire's first official Lugaru competition. The rules are simple: 1. Submit your best Lugaru videos to WeGame. You can use the nifty WeGame widget…
Mudbox recently released their 2009 edition in which performance was greatly improved. This allows me to put a level of detail into the textures that was difficult or impossible…
This is a terrain used to test view distance and work flows for high resolution textures. We now have a consistent way of creating 4096x4096 terrain textures. Some graphics cards…
Hey guys, WeGame.com and the WeGame client now supports Lugaru! Check it out: http://www.wegame.com/games/lugaru/ WeGame is basically the awesome combination of video capturing…
Here is a desert environment for Overgrowth. In addition to using real world data, we are using a program called World Machine 2 (WM2) to add erosion details and other small scale…