Still messing with rendering code…

Ambient Occlusion?
Still no gameplay whatsoever, but some very basic level editing, and sort-of per-vertex ambient occlusion, which works fairly well…
Comments
jph
29. Aug 2009 · 15:46 UTC
I am intereseted in your “sort-of per-vertex ambient occlusion” is it in a shader?? I would really like to utilise some of that tech. for my cave or more likely in other future projects,. any pointers?
29. Aug 2009 · 16:14 UTC
From looking at the screenshot, it looks like he’s using darker colours for vertices which have higher vertices near them, so the colours can be computed from the height-map =)
bluescrn
29. Aug 2009 · 21:22 UTC
yep, more or less as LunarCrisis explained – suitably simple for a 48hr game, but with quite nice results 
