Been doing some work creating billboard based trees. These are pretty rough and not very detailed, but the technique is easy to use and works quite well i think. Will put some more time into making prettier trees eventually. Also not super happy with the very earthy style. Would really want the forest to feel much more alien. Pretty happy with the overall look though.
Yesterday I spent some time rewriting and optimizing my heightmap vegetation system. The vegetation system despite its name is used for placing all kinds of purely visual things on the ground like small rocks, twigs and grass. So yesterday I added support for patches of vegetation driven by a fractal function, and made all vegetation and batch generation threaded resulting in much better performance. The result is a much more realistic and interesting forest.
Did some work on my pbr shader last weekend, Fresnel reflections are now handled much more accurately.
New workbench model ( thanks Travis =D ).
Workbenches are used to craft smaller items, like weapons and ammo.
Working on making sandstorms more physical in the gameworld. Still work in progress, but it already looks kinda nice i think.
Updated my SSAO algorithm to HBAO, im pretty happy with the rendering quality of the engine by now =)
I created a new model for the Matter Compiler. The matter compiler is an earth device that allows users with a Materializer to construct matter out of thin air. It is standard equipment on any earth colony ship.
Made some tweaks to the forests
I’ll take one of them big shiny guns, and a pack of gum.
Did some experimenting with screenspace reflections in Tolroko this morning. Might be included in future builds ( not the next one though)