oh…i mean, you have two options.
…just leave it as is, i think it looks really nice and youve pulled it off well
or two, add some fog to cover up the seam and add atmosphere
oh…i mean, you have two options.
…just leave it as is, i think it looks really nice and youve pulled it off well
or two, add some fog to cover up the seam and add atmosphere
Naaah I don’t like how it just pops in as you move the camera, I’d rather have no shadows than to leave it as is or be as limited as the first Silent Hill.
I already suggested Cascaded Shadow Mapping but that doesn’t seem to be a priority right now and I don’t want to just keep waiting around for something that might never come.
GDevelop’s not the most optimized engine for 3d so I’d wish it were able to handle this better.
have you looked into ambient occlusion?
I know what it is but I don’t think it’s a feature GDevelop has.
its a part of gltf… the models you import into gdevelop.
i mean, alright then. BUT…you could use ambient occlusion for the shadows too. just make it not ambient occlusion, bake shadows instead
Pretty neat style. You can bake the direct lightning as a texture too, but you need good UVs and the process can take a long time to tweak everything.
This is very cool, but I wonder how one would make a separate object dynamically change lighting based on the vertex colors on the geometry around them
Ahhh the untapped potential with vertex colours… For instance dynamic per-vertex light map was possible back in the Quake era, but fall out of favour for the per-pixel lighting we are struggling with now lol.
Actually Godot have dynamic per-vertex Lightning build in the engine or at least this dude had it working https://www.youtube.com/watch?v=QfZtnAVft1I
Ahhh now someone just needs to implement it in Gdevelop!