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Monthly Archives: May 2016
Working on UV mapped decals
Working on combining terrain textures and UV mapped decals:
Posted in Live progress, Screenshots
2 Comments
Weird reflections
Been working on water shader improvements. Sky reflection in water looks weird, if there’s no sky texture: P.S. Don’t look on FPS – it’s from my older PC with old GPU.
Posted in Live progress, Screenshots
3 Comments
Smoothed terrain screenshots
Screenshots of smoothed terrain. Still largely WIP. I’m planning to add normals to mountains next.
Posted in Screenshots
3 Comments
On Terrain
I have got this reply from sado1 (forum link) on previous post about terrain textures. I thought many would be interested in replies, so here goes: It might be too early to mention that, but right now the terrain looks … Continue reading
Profits from rewriting terrain render
There are a couple of positive effects of rewriting terrain render, among which much better scalability. Previously one terrain chunk (8×8 tiles) was limited to having just 4 textures. Now they are automatically split into buckets with 4 textures each. … Continue reading
Posted in Live progress, Sidenotes
5 Comments
Thoughts on terrain
Once again I’m thinking about reworking terrain render. Introduction of terrain textures rendered old terrain render approach useless. Let’s recap how it works. Till now everything gets assembles from tiles. Each tile having from 2 to 20+ polygons to show … Continue reading
Posted in How things work, Ideas
3 Comments
Knights Province Alpha 6 gameplay on YouTube
From time to time I search for Knights Province on Google or YouTube, to see if there’s anything new about it that I don’t know. Today I have spotted another Knights Province video on YouTube (almost 1 month old). It … Continue reading
Posted in Video
2 Comments