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Posted: 30 Mar 2013, 20:26
aryo_adhi
I think it's a good idea if we have dynamic shadows option. So the shadow should be resized smaller while the car was higher on ground (eg. jumping) and vice-versa. How's that sound?

Posted: 30 Mar 2013, 22:58
Citywalker
Not smaller. Shadows don't get smaller when going higher, just fuzzier. And there's no point in fuzzy, fading shadows.

Posted: 30 Mar 2013, 23:23
Cat
We need projected shadows instead.

Posted: 30 Mar 2013, 23:32
MarvTheM
Those give you the feeling of realtime shadows, at least:
http://revoltfrontend.wordpress.com/201 ... r-shadows/
It's just a lil experiment, nothing i'd consider as perfect.

Posted: 30 Mar 2013, 23:36
aryo_adhi
Cat @ Mar 30 2013, 06:53 PM wrote: We need projected shadows instead.
:)
Citywalker wrote:  Not smaller. Shadows don't get smaller when going higher, just fuzzier. And there's no point in fuzzy, fading shadows.
Blurring shadows when cars going higher is best option (i think).

Posted: 31 Mar 2013, 03:38
Cat
Re-Volt needs more "real time" things, such as shadows, lightning and shinniness or, in other words, a new render engine needs to be used or developed. ASAP or the game will fall deeper into obsolescence.

Posted: 31 Mar 2013, 06:09
aryo_adhi
Cat @ Mar 30 2013, 11:08 PM wrote: Re-Volt needs more "real time" things, such as shadows, lightning and shinniness or, in other words, a new render engine needs to be used or developed. ASAP or the game will fall deeper into obsolescence.
Tada! :lol:

Posted: 31 Mar 2013, 22:15
Citywalker
Re-Volt needs more "real time" things, such as shadows, lightning and shinniness or, in other words, a new render engine needs to be used or developed. ASAP or the game will fall deeper into obsolescence.
Not necessarily. Content sometimes weighs over looks, as is clearly the case for most of Re-Volt’s history, and some other games (e.g. Dwarf Fortress :) ).

Posted: 31 Mar 2013, 23:28
RacerBG
Such little and nice things can make Re-Volt even better than it's now in my opinion. :)