|
Post by ATP Kraken on May 23, 2017 0:02:50 GMT
How will we handle reflective surfaces in this game, if there are no static environments? Cube maps and ray tracing are probably out of the question, because cubes are too static and raytracing is too expensive. Our other options would be to simulate colored light, even partially from surfaces like the red coloration of a mesa and the blue of a sky to fake a cube map reflection. Specular would be used as usual. This has the advantage of not being as obviously static as a cube map, because the reflections will be blurry anyways. For very reflective surfaces, there should be an option to allow raytracing, as they won't be very common.
|
|
|
Post by crodnu on May 23, 2017 1:21:27 GMT
Will we need reflective surfaces?
|
|
|
Post by Omicron on May 23, 2017 13:46:19 GMT
Will we need reflective surfaces? Well, for example, a lot of surfaces, such as water are reflective , and, they are very pretty, so I'm guessing so.
|
|