Henry just got initial multiplayer support working; we can now connect and chat and jump around! There is no fighting yet, but this is a great first step.
Dynamic terrain level of detail is working now using a form of patch-based geomipmapping; this means that we can seamlessly render distant terrain at lower level of detail, so…
There has been a lot of talk in the forum about Lugaru 2 music, so we decided to post a track with excerpts from several of Mikko Tarmia's fantastic songs. There are several kinds…
Morph targets allow us to create several model variations and interpolate between them, so that we keep all of the benefits of skeletal animation as well as the flexibility of…
I just got normal mapping (with or without specular lighting) integrated into the game engine properly, so we can render detailed bumpy surfaces such as wrinkles in cloth or ornate…
For those of you that don't follow the forum, you are missing out on a lot of great stuff. Lucky for you, I am going to highlight three of my favorite things that have popped up…
I basically applied the grass shader to Turner, and this is what he looks like! I am going to have to tweak it a lot to make it look more like fur (anisotropic lighting, edge…
I thought the grassy areas were looking a little bit flat, so I started working on the grass rendering. It uses the same general principle as the old grass system (fin/shell volume…