David Rosen's Blog
David is the creator and lead programmer of Wolfire Games. David made his first game in second grade using Hypercard. Unfortunately the violent animated stick figure deaths and realistic home-made explosion and gunshot sound effects of his choose-your-own-adventure war game caused his early works to be banned from school computers.
In high school, David started experimenting with 3D games, including:
Black Shades: http://www.wolfire.com/black-shades
Lightning's Shadow: http://www.wolfire.com/lightnings-shadow
After graduating from college David decided to use the proceeds from Lugaru to bootstrap Wolfire Games into a fulltime indie game development company. He now leads a five man team on the sequel to Lugaru, Overgrowth:
Keep up with the latest Overgrowth development news on the Wolfire Blog:
Performance gains can be achieved by using texture atlases and instancing, but it won't be enough for dense environments like forests and jungles. For these, imposters are needed!
While ambient lighting has historically been represented by a uniform grey light that fills the entire scene, image-based ambient lighting provides a more intuitive and more efficient way to achieve higher quality results.
So a texture is an image that is wrapped around a 3D model to add apparent detail -- but what's a texture atlas?
The shadow maps we use in Overgrowth are unusual in that they contain two parts: direct shadows and ambient occlusion. These correspond to the two light sources in outdoor scenes, the sun and the sky.
The lighting equations used for computer graphics are all based on physics, and thus assume that brightness 1.0 emits twice as many photons as brightness 0.5. However, on a computer screen, this assumption is not perceptually correct.
A full debrief on the success of the preorder bundle for Overgrowth and Natural Selection 2.