My apologies for the lateness, but I was recently simultaneously afflicted with both strep throat and jury duty.  That was a fun combination.  On to the screenshots!

While the textures are basic for now, I have implemented dynamic lighting and particles in the stage loading and drawing pipelines.  The sconces contain tiny licking flames, and the stage is overlaid with an ambient color that is modulated with radiant lights, such as the sconce light sources which provide a soft flickering red-orange.

The shadows are dynamically cast, in this case using a large, soft light source centered on the player for testing.  Eventually, I will probably relegate shadow casting to environmental lighting, certain enemies,  gunshot flashes, and some special effects I won’t reveal just yet.

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