Upgrade of graphics engine
Posted: 23 May 2019, 15:10
We have possibilities to improve wz's engine and I just want to know do people and especially main coders need such help. We have already finished the small part of this work in PR338. I created a new ticket to know should we continue to work on such improvements but no one answered yet. So I decided to repeat the question but in advanced form.
We have a list of new features we can and know how to make properly but don't want to spend our free time for free if no one needs this. We need a positive answer to start to work on new PR. May be main coders have another plans we don't know about.
This new features aren't very impressive, they are just default for any game but still not in wz yet.
So the list contain:
1) Improve materials directive usage to save artist's texturing time. In future it can be updated by new values to control, ie parallax mapping depth scale factor etc.
1_1) we can add bloom/glow effect for emissive lights which will add eyecandies to "dark" world of wz.
2) Upgrade terrain engine to generate smooth shaded normals and add texture loader for normal maps and specular maps. This will allow us to write a shader that will use tangent-space normal maps.
2_1) This will also allow us to add parallax mapping technique in shader that greatly improve realistic of terrain and its decals.
3) Rewrite shadows code to make them smooth and flexible.
4) Add SSAO effect that best of all adds realistic to entire scene.
That's all. What do u think?
We have a list of new features we can and know how to make properly but don't want to spend our free time for free if no one needs this. We need a positive answer to start to work on new PR. May be main coders have another plans we don't know about.
This new features aren't very impressive, they are just default for any game but still not in wz yet.
So the list contain:
1) Improve materials directive usage to save artist's texturing time. In future it can be updated by new values to control, ie parallax mapping depth scale factor etc.
1_1) we can add bloom/glow effect for emissive lights which will add eyecandies to "dark" world of wz.
2) Upgrade terrain engine to generate smooth shaded normals and add texture loader for normal maps and specular maps. This will allow us to write a shader that will use tangent-space normal maps.
2_1) This will also allow us to add parallax mapping technique in shader that greatly improve realistic of terrain and its decals.
3) Rewrite shadows code to make them smooth and flexible.
4) Add SSAO effect that best of all adds realistic to entire scene.
That's all. What do u think?