2011
08.15

I tried to use the radiosity demo stuff, but it’s damn too slow (30 seconds to compute the lightmap for pyromancer’s first level). Eventually, I used a much simpler diffusion algorithm (it’s not even using wall occlusion into account) to get something quite good that costs only a few seconds of lag at level generation.

Here is a new lightmap, to be compared with the one in the previous post :

In-game result (obviously not the same map) :

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