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How We Do Stuff: Building a Bigger Better World

Дата: 08.10.2012 00:23:18
Overlord: The use of the World Machine tech: before & after
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We also managed to increase the tessellation density (a process of dividing polygons into smaller parts in 3D graphics) of our rendering system by about 30% compared to the default values right out of the box. It made the spines and apexes of hills and mountains look much sharper.
The tessellation density: before & after
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The terrain render optimization let us pick out all relevant texture combinations and integrate them into batches, which resulted in a significant render productivity increase.
We’ve also added a light map for trees and other static objects. Thus, trees in the shade do not glow and give no flecks—they only get indirect lighting; objects placed in the sunlight are lit by the direct and indirect light.
Benefits of a light map: terrain without light map & after its introduction
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In the coming weeks, expect to hear more about cloud schemes, battling arenas, and water surface rendering. Hope you enjoyed the reading. :)
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