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In game design, back in the N64 days, we was capable of making games look downright amazing with realistic lighting, it was a rare (literally a Rareware AND rare) technique that never got used. I'm talking about Global Illumination that runs on N64s . This is called VCOLGI, or Vertex Color Global Illumination. This is all done by storing Raytracing calculations (Raytracing is very old but just recently got good enough to be able to be used live.) In vertex data, each point has a color data which is multiplied over the geometry. Along with some good texturing, You can use this technique combined and multiplied over the textures for a dazzling effect. All running on the N64. Here are more examples.