Open Jerboa-app opened 2 years ago
agent on map height 0 has shadows cast by all higher map height intersections
at 1 no shadows by (0,1) intersections but higher ones still etc...
work out shadow quads from a-priori marching squares cells
player will be light source
implement so arbitrary object can be light source?
ambient light also perturbed by "clouds" noise map, and world height (depth attenuation)
simulate light hitting underwater
ambient light cast by view distance
shadow quads cast by:
agent blind angles (zones) map geometry