{"author_name":"bluescrn","cat":"LD #15 - Caverns - 2009","comments":[{"author_name":"jph","time":"August 29, 2009 10:46 am","epoch":1251560760,"text":"I am intereseted in your &#8220;sort-of per-vertex ambient occlusion&#8221; 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?","spam":"N"},{"author_name":"","time":"August 29, 2009 11:14 am","epoch":1251562440,"text":"From looking at the screenshot, it looks like he&#8217;s using darker colours for vertices which have higher vertices near them, so the colours can be computed from the height-map =)","spam":"N"},{"author_name":"bluescrn","time":"August 29, 2009 4:22 pm","epoch":1251580920,"text":"yep, more or less as LunarCrisis explained &#8211; suitably simple for a 48hr game, but with quite nice results <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/>","spam":"N"}],"epoch":1251550200,"likes":0,"metadata":{"p_key":"72915","p_author":"bluescrn","p_authorkey":"207","p_urlkey":"108737","p_title":"Still messing with rendering code\u2026","p_cat":"LD #15 - Caverns - 2009","p_event":"LD15","p_time":"1251550200","p_likes":"0","p_comments":"3","p_status":"UPD5","us_key":"207","us_name":"bluescrn","us_username":"bluescrn","event_start":"1251417600","event_key":"1","event_name":"LD15"},"text":"<div id=\"attachment_7999\" style=\"width: 560px\" class=\"wp-caption alignnone\"><img class=\"size-large wp-image-7999\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/08\/cavern_shot02-550x337.png\" alt=\"Ambient Occlusion?\" width=\"550\" height=\"337\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/08\/cavern_shot02-300x184.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/08\/cavern_shot02-550x337.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/08\/cavern_shot02.png 1040w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><p class=\"wp-caption-text\">Ambient Occlusion?<\/p><\/div>\n <p>Still no gameplay whatsoever, but some very basic level editing, and sort-of per-vertex ambient occlusion, which works fairly well&#8230;<\/p>","time":"August 29th, 2009 7:50 am","title":"Still messing with rendering code\u2026"}