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VR level design

From some experiments with modular level design, I move to real time rendering methods. In first think, is textures. For mobile VR, its large size of content and lot of shading calculations. I completle refused from any textures. Second is coloring. Evry object colorised alone when it's created in editor. After level building, global colorise palette is not whole and harmonious. I took as a basis vertex coloring and start to thinking about global colorisation system. Once objects done with vertex mask graduations, I can apply any coloring pallets as I wish, and change in any time as I want. More then. I canuse colorisation algorythms for randomly colorise any aspects of scenes at onse or separatly in any ways and combinations. Wow! It's realy complexly way of parametrisation and optimisation graphical content. I use it for backgrounds, fog, lights, surfaces, and all everything that has some color. In shadind system I use only vertex calculations. It's faster than everything else. I sti