Anyway, specular! It's overdone for testing purposes, but it does make the surfaces more interesting (if less realistic).
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Next, a more Roguelike view of the environment. The top of the cavern has been lopped off, and a hacky bit of shader code put in place to blend the tops of walls/pillars to black. Eww. Still, this is the main option for RL gameplay, and it'd be quite easy to do something less hideous.
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All 'round, there's a real need for shadows and a lot to be done to reduce the ambient lighting etc. plus the top-down view obviously needs the texture scaling fiddled with. There are many interesting questions still with the rendering, such as how to handle different terrain types, important features, environmental lighting, water, terrain destruction... oooh, it makes me all tingly and afeared.
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