||[Mar. 30th, 2009|03:22 am]
Spectre Gruedorf Challenge Blog
Docks make everything better.|
Naturally, there's a fair amount of cleanup to do on this: docked windows don't collapse, there are some interesting sizing issues, some tool windows need to be redesigned to account for a change in vertical/horizontal space, etc. But that's all just easy stuff.
Shadows, on the other hand, are pissing me the hell off. Sancho the sad octopus, no matter where I put him, does weird shit when you light him. What's worse, he *always* has shadow acne. Maybe that's why he's sad. One thing that did help with the VSM was biasing depth space so that, instead of going from [0,1] it now goes from [-0.5,0.5]. You wouldn't *think* this makes much of a difference, but it does. Basically, floating point precision sucks. Floating point precision on the GPU sucks more than usual. I still haven't been able to get everything operating with respect to the original distance metric suggested by Andrew Lauritzen (z-distance before projection in eye space), though. And I haven't added a blur pass yet, which will probably help things a bit.
In other news, I upgraded the version of the Bullet physics library that we use to 2.74. This one includes an actual character controller, which beats the hell out of my hacked together thing even if it does tend to get stuck on geometry sometimes. That might be me, you never know.