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Ambient and Sky


Tyron

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New since last update:

  • I've added an ambient/fog system that works by layering ambient/fog colors on top of each other. This will come in extremly handy when there are several factors influencing the range and color of the fog. Examples: Air Humidity, Day/Evening, Underwater, Deep underwater, Potion effects, etc.
    This system is already helping a lot in improving the look&feel when you jump into the water:

    2016-03-09_09-13-17.png

     
  • After lots and lots of studying OpenGL the game engine now supports GLSL Shaders. It's first use: A shiny new implementation of the Sky, including sunrise and sunset. Here, witness the very first sunset in Vintage story youself ;-)
     

    In the video you can also see how the whole ambient and the fog is colored according to the suns color shift during sunset. This is also only possible due to the new ambient/fog system. 
    I also added dithering to the sky renderer to reduce color banding, which makes the sky look almost silky smooth. In the video the color banding is very visible probably due to compression.

    dither2.png

    Up next: Clouds

 


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