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Bump mapping.....Normally called normal mapping, and is built in. Tesselation is a totally different thing and needs open gl 4 I think.
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There's normal mapping and there's bump mapping (It may be called something else) Normal uses the Blue-Red map for fine details, Bump map uses a Grey-scale for larger details. Alongside with tessellation (which would up the poly-count of a mesh to allow the engine to use the grey-scale map to determine major extrusions (bricks, stone, tiles, etc) via true geometry, not just lighting effects of a normal map) Normal + Bump mapping would yeld fantastic results , normal map alone won't handle
Example 1,
Example 2
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Spot lights, object lighting......that's been in for ages???
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Not sure about spot light, Point light, yes. I've never seen a spot light in AppGameKit, especially not one with a projection map feature. PS This is a
spot light and this is a
point light. Here are all
3 types (Point, spot and object lighting).
PS, I know there's Object illumination map (things like glowy elements) thta void lighting preferences -
Emission Maps: in Unreal they can even be used as lighting sources, with ray tracing that interacts with the environment, in AppGameKit (So far what I've tried, it's just cosmetic)
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Better shadows......you can ramp the retro us up as high as your hardware can manage.....I've done a demo with perfect shadows using a 16k resolution.....but it would never run a complex scene at speed.
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I'd have to look into it, but I'm talking about something that can actually be used as opposed to (It technically can be done on a NASA server mainframe machine)
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Dark shader......literally didn't get close to the modern unreal engine. The shader kit has some tremendous sharers in it, and some paid are playing with PBR shading which is really powerful. Unreal has a massive development budget and has been in full time development for years.
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Just as a suggestion, if making a new tool would be easier then let it be so.
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I understand that as a small developer it can be difficult to get a start, but I learned the basics of sharers myself in a few weeks, and can now do some really decent things. But if you want to code, there comes a point where you have to accept not everything can be done for you."
I understand the general premise of "You're gonna have to learn it at some point". In that case why don't UE, Unity or engines alike offer a material builder. Heck even Maya, Max and Blender offer this sort of a tool for shader building. At some point you gotta ask, what's your time worth. Some things that can be done by yourself, shouldn't mean that you have to do them yourself. Time would be better spend elsewhere. This is, again, why I'm not asking to do this for free.
My proposal is to push towards faster and easier development. Considering what Game Guru is at it's core, an easy to get into and develop with, game engine, I think TGC would agree. Plus I'm not saying that we should abolish code shader work. If you like it, then use that. But I can tell that a shader creation tool like the material editor in UE is a major reason why many people choose it over GMS and AppGameKit for 3D works (among other things)
Also don't forget all the other feature suggestions in the thread I mentioned. If the kick-starter is successful, it would show TGC, we'd like to see more progress done in AppGameKit and it would financially back them to push those features faster.
Eisenstadt Studio: Eisenstadtstudio.com
Composers Page: Milesthatch.net