Welcome on the Daídalos project's official website
2008-08-03Let there be light!

After reflexion, i've decided that the main light source will come from the player. Daídalos is going to have a disturbing atmosphere, and i think that having a flashlight for main light source is a good idea.
So i started to work on the light handling:

 

 

Let there be light!
In fact not really. If you look at it you will notice that the light is not reallistic, it's roughly a light but we can see the "breaking points". It need improvement.

 

A little explanation:

In order for OpenGL to generate the light properly, we need the give the orientation of the walls. To do so, we use what we call the normals. A normal is a vector perpenticular to the vertex of an object. There is 4 normals by facets.
In the previous screenshots, the normals are there but it's not enough. Why? Simply because with the type of illumination choosen (Vertex lightning) 4 normals is not enough for a wall, the light do not have enough reference points, and so it's not realistic.

We need to increase the number of normals by wall. As i said before, each normal is associated to a vertex, we simply increase the number of vertex by wall, wich mean more facets by wall!

 

 

The result is a lot better, even if we have to increase the number of facets. In the futur test version, it will be possible to configure the number of facets in the scene in order for any computer to be able to run it.

Latest news

2011-02-25 - 2011.02.25 build release 2011-02-14 - 2011.02.14 build release
2011-02-11 - First release of the Alph... 2010-12-09 - New video
2010-11-20 - Opening of the forum 2010-11-19 - Project's progress
2010-09-26 - New technical video 2010-09-09 - Fist technical video
2010-09-02 - A new beginning 2010-03-15 - Screenshot of the first i...
2010-02-06 - 64Bits version available 2009-12-16 - Alpha 0.85 version release
2009-12-14 - New video 2009-10-28 - Alpha 0.8 version release
2009-10-24 - The end is near... 2009-10-12 - News and screenshots
2009-08-30 - Screenshots of the projec... 2009-07-20 - New version available
2009-07-12 - Illustration of the Occlu... 2009-07-10 - Performances comparison 0...
2009-06-25 - The fair of the particles 2009-05-04 - New optimizations
2009-03-10 - New version of Daí... 2009-03-07 - New screenshots for a new...
2009-02-19 - The project is out 2009-02-17 - Weapon handling - Second ...
2009-02-09 - Performances comparison 0... 2009-02-03 - New video
2009-01-27 - Weapon handling - First part 2009-01-06 - Back-face Culling
2008-11-12 - The project is out 2008-10-30 - New screenshots
2008-11-01 - Delay in the release date 2008-09-14 - Alpha demo 0.102
2008-09-13 - Release of the alpha version 2008-09-07 - New video
2008-09-04 - Alpha demo 2008-08-30 - The anisotropic filter
2008-08-29 - Additions and updates 2008-08-26 - New objects
2008-08-24 - Mouse handling 2008-08-23 - New screenshots
2008-08-21 - New objects 2008-08-20 - The gamma level
2008-08-19 - Antialiasing 2008-08-19 - Collisions - Part 2
2008-08-13 - The joys of the fog 2008-08-09 - First weapon!
2008-08-07 - The pillars 2008-08-06 - Collisions
2008-08-03 - Let there be light! 2008-08-01 - Level handling
2008-07-31 - First visual 2008-07-24 - Project presentation

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