I spent a few hours today changing the stick figure guy to a rabbit by adding arms and ears and making him walk on his toes. Also added variable speed, and several other changes…
Today I started working on procedural physics-based animation: the controls shift the character's center of mass, and his AI moves his legs to maintain balance. All or most of the…
I got texture layers working like in Lugaru, except with higher resolution textures. Here is snow terrain with two texture layers: Also I am starting on the grass technology…
I have been spending most of my time setting up the Lugaru 2 project, but now I am focusing on programming again. I have basic terrain rendering implemented now, similar to Lugaru…
I just started working on physics expanding on the same general idea as the Lugaru physics engine; so far I have rigid constraints working, but nothing groundbreaking yet…
I redid my whole shader system to use GLSL instead of CG to save on function overhead, and added lighting optimizations and normal mapping. For comments, see the original thread.
I added lighting shaders to render lights per-pixel rather than per-vertex; This allows for diffuse and specular bump mapping as well as an unlimited number of light sources. I am…
I added view frustum culling (objects that are out of the field of view are not drawn) and a new form of frame coherency optimization. Basically it means that it only draws objects…
I added support for dynamic cubemapping. This means that reflection and refraction effects can be applied to other object in the scene, and not just skyboxes. For comments, see…