Lewis Edwards

Posted: 2008-12-01

GamesCodeDemoPlaceholderLightNot Bullshit

Eclipse

The basic gameplay concept was a Nox-style "wizard duel" in a cyberpunk setting.

The game engine was built around analytic non-point light sources: being able to exactly calculate lighting across a surface without sampling created beautiful bloom and other approximations of global illumination.

The renderer had a rather nice semi-deferred architecture where displacement mapping could be injected into a primitive early in the pipeline then be resolved into a complex solid late.