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@ -19,8 +19,8 @@ _Feel free to leave suggestions / feature requests on the issue tracker, especia
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## Current status
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## Current status
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The first demo tutorial (see above) is now working with the internal godot baked lightmap workflow. It shows registering dynamic objects (DOBs), loading and unloading levels.
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The first demo tutorial (see above) is now working with the internal godot baked lightmap workflow. It shows registering dynamic objects (DOBs), loading and unloading levels.
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I'm now working again on dynamic lights and realtime lighting:
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I'm now working again on dynamic lights and realtime lighting: \
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https://www.youtube.com/watch?v=1WT5AXZlsDc
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https://www.youtube.com/watch?v=1WT5AXZlsDc \
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I've got dynamic lights and culling shadow casters to camera frustum working which should speed things up quite a bit. This is not in the master branch yet, still work in progress.
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I've got dynamic lights and culling shadow casters to camera frustum working which should speed things up quite a bit. This is not in the master branch yet, still work in progress.
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With realtime I am looking at allowing almost any of the objects within a room to move around ... thus the distinction would be between DOBs (that move between rooms), SOBs (that move within rooms) and truly static SOBs that don't move at all.
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With realtime I am looking at allowing almost any of the objects within a room to move around ... thus the distinction would be between DOBs (that move between rooms), SOBs (that move within rooms) and truly static SOBs that don't move at all.
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