I am still pushing forward on terrain generation. It's pretty interesting, so why not?
Until now, I didn't have any lighting in the engine I'm building. In fact, I had a hack to color each side of the cube a slightly different shade of color to give the perception of depth. Obviously, this is not a great stand-in so I added normals to the cube and got basic dynamic lighting working in OpenGL.
You can see the current result in the picture. It still needs to be tweaked a ton, and looks rather ugly. Specifically, It looks really dark and The difference in color between the sides is entirely too much. Another issue is the (up to) 30% hit in FPS that I'm seeing, dependent on the complexity of the scene. I'm not sure if I'll stick with dynamic lighting; I may add in static lighting instead at some point. However, at least I've got a baseline lighting model working!
You may also see blue in the picture... yes that I supposed to be water. I simply added blue cubes about half the way up each chunk along the y-dimension. Instead of having crazy slopes I thought I would have some crazy islands instead. The goal is to play around with alpha channels to vary the opacity in order to make it see through.

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