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I just recently made some dot3 normalmap tests in Blitz. It was said it's static. I found a way to make it react on a moving point light, but it used up 4 texture layers.

You're absolutely right, having a mesh or terrain animated may be an unnecessary load on the cpu, it may be possible to make the cubemap take the bumpmap into account, so you could have nice water simply by animating the bumpmap. I suspect that's how the water in copperlicht works, it's one flat plane. I yet have to try it in Blitz.

Interesting, would like to see more of that if it's ready. I was also talking about more on making the diffuse texture distorted using normal map + plasma or wave pattern as that's basically how embm works.

A week ago or so I did try to mix them as described above, but the cubemap ignores any per-texel modulation of normals given by the normalmap. BTW do you know why my "jack airbourne" platform game for WebGL runs so slow on Blitzcoder.org? I'd be visiting more there but I felt like somebody gathered my IP and tried to hack me frequently after I have been there. They tried to erase/change  my phones password and lock me out. I wonder who's the webspace provider there, but then again I'm sick and tired of any dealing with rats, as these times have revealed how many of them exist. Other than making Schwab, Gates and Fauci into hostile NPCs in a standard FPS, I haven't got much motivation to deal with that "imperial" issue.

I see and would be nice to see some progress on that. Also no worries, the site is 100% completely safe and webspace provider based on US.

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Ok, thanks a lot.