move the drawing of minimised walls to the shaders, do not manually change the vertex data
So far, when minimising/maximising the wall view, the full vertex data is being updated, which is not exactly very efficient. Fix it!
Ramblings about hobbyist game development
move the drawing of minimised walls to the shaders, do not manually change the vertex data
So far, when minimising/maximising the wall view, the full vertex data is being updated, which is not exactly very efficient. Fix it!
add an offset to the time calculation so that the time always starts at noon, not midnight
That’s what it does!
when drawing the grid or marking tiles or wall tiles for selection do not take the current illumination into account
Having visual elements that do not actually “exist” in the game world react to the illumination made them look slightly weird.
Squash some smaller issues
It is, big surprise, about mutexes.
change the hue of the colour depending on the current time of day
This make things surprisingly nice to look at 🙂
It changes the colour from a bluish hue to a reddish/orange one at dawn and dusk. This is sped up to 150% in order not to bore you too much 🙂
fine-tuning of the illumination settings
This mainly changes the weighting of global illumination applied to everything and directed illumination, as otherwise some faces were nearly black.
add normals to the walls and tiles and use the global illumination
What has already been added to the models is now also added to the tiles and walls. Besides the shaders, that also means that we now need to calculate normals when generating the model data.
add missing file
Whoops!
Add a calculation for a global diffuse light position + luminosity depending on the time of day and use it for models
This adds a global “light state”, which can be easily moved around. This is used to bring together the new concept of the light shading and the recently added concept of in-game time.
Add simple diffuse shading for models
Check out the result:
As you can tell, the couch is no longer so distinctly blob-like.