Defining Awesome
  • Status Updates

  • April 15th 2011

    Remember this? benefactor

    April 14th 2011

    Multiple light sources done. I’m restructuring the map editor to make it work with the new tile format.
    Does anybody know of a good GLSL pixel shader optimization resource? Like what instruction costs how much GPU ticks?

    April 13th 2011

    Real-time self-shadowing test

    I introduce real-time bump mapped tiles with directional ambient occlusion aka self-shadowing. Here is a little gif preview.

    OK… I tricked you. That’s how 2D tile maps look nowadays and looked since 1979. Here is how Link-Dead tilemaps will look for real.

    This is a technology to render 2D maps with realistic light sources. The highlighted bumps create an illusion of depth and material shininess. The shadows create the illusion of volume. Can you imagine how godly this game will look like with this?

    April 12th 2011

    New lighting tech teaser