Version 1.2.2 in progress - bump mapping improvements and water
I made a decision that I will force myself to work on this project at least 3 hours per week, hopefully this way I will be able to produce new releases more often than only once per year. For next (minor) release I plan following bugfixing and features.
First it was pointed out to me that my bump maps suck. Unfortunately as a programmer I often don't see this kind of problems so I created some comparison screenshots with different settings:
Original | No bump-map | Tuned bump-map |
Closer view:
Original | Tuned bump-map |
For comparison also beach surface:
Original | Tuned bump-map |
So I guess after comparing the screenshots it is fair to say that my bump-mapping was indeed bad :-). I will tune also other textures and push them into the next release.
And second thing I want to implement is proper water reflection and refraction! Currently I use just reflection of environment cube map but it looks terrible when looking from larger distances:
Fortunately one of my favorite youtuber created easy to understand tutorial how to render proper reflection and refraction textures. I will have some trouble to adapt it for different water levels in one scene but except of that it looks very promising!
Get Offroad Game Engine
Offroad Game Engine
Open-world game engine with advanced vehicle simulation and easy to use terrain editor.
Status | In development |
Author | yodacz |
Genre | Simulation |
More posts
- Version 1.2.1 released!Mar 06, 2022
- Offroad 1.2.0 released!Oct 06, 2020
- Version 1.2.0 in progress!Aug 02, 2020
Comments
Log in with itch.io to leave a comment.
have you cut the reflexion on the water ? i got invisible water when i play.
another problem, i can fall off the map (under the map) if the car is on side and i quit the car, the player pass under the map need a detector when the player exit the car :D
Thanks for reporting, adding to my bug list. I will need to snap player to the terrain when leaving vehicle, that shouldn't be a problem. Water reflection was probably broken as a side effect of my vertex buffer optimizations but fortunately I plan to rework it anyway.