Showing posts with label clutter. Show all posts
Showing posts with label clutter. Show all posts

Thursday, 27 November 2008

When in doubt, add random useless stuff

New bit o'fluff. I'm beginning to think that I'll need a better way of scattering general clutter - maybe something based around blue noise, there's a nice paper on using such point sets for placement of objects. A data driven way to specify new clutter objects also seems increasingly logical.

Shadows on meshes are behaving weirdly, with lots of banding and acne despite using the same algorithm as the terrain (which works fine in most cases). Oh, and I broke text rendering... whee.

Games are hard, eye candy is easy, nothing ever works as it should.