projectblitzkrieg.blogspot.com projectblitzkrieg.blogspot.com

projectblitzkrieg.blogspot.com

Project Blitzkrieg

Thursday, October 11, 2007. Finally the lighting system for the terrain's done. Reaction Engine terrains will feature a real-time or rather a 'pseudo real-time' GPU accelerated accurate soft. PS Texture splatting was disabled to highlight the shadows. The thing looks really nice with a proper blend of grass and sand textures. :). Wednesday, October 10, 2007. Labels: Real time screens. Thursday, October 4, 2007. Labels: Real time screens. Wednesday, October 3, 2007. Bump mapped/Normal mapped surfaces.

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Project Blitzkrieg | projectblitzkrieg.blogspot.com Reviews
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Thursday, October 11, 2007. Finally the lighting system for the terrain's done. Reaction Engine terrains will feature a real-time or rather a 'pseudo real-time' GPU accelerated accurate soft. PS Texture splatting was disabled to highlight the shadows. The thing looks really nice with a proper blend of grass and sand textures. :). Wednesday, October 10, 2007. Labels: Real time screens. Thursday, October 4, 2007. Labels: Real time screens. Wednesday, October 3, 2007. Bump mapped/Normal mapped surfaces.
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1 project blitzkrieg
2 terrain lighting/shadowing system
3 posted by
4 nigen
5 no comments
6 shadowing system
7 rajesh
8 2 comments
9 simple 3ds scene
10 s project blitzkrieg
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Project Blitzkrieg | projectblitzkrieg.blogspot.com Reviews

https://projectblitzkrieg.blogspot.com

Thursday, October 11, 2007. Finally the lighting system for the terrain's done. Reaction Engine terrains will feature a real-time or rather a 'pseudo real-time' GPU accelerated accurate soft. PS Texture splatting was disabled to highlight the shadows. The thing looks really nice with a proper blend of grass and sand textures. :). Wednesday, October 10, 2007. Labels: Real time screens. Thursday, October 4, 2007. Labels: Real time screens. Wednesday, October 3, 2007. Bump mapped/Normal mapped surfaces.

INTERNAL PAGES

projectblitzkrieg.blogspot.com projectblitzkrieg.blogspot.com
1

Project Blitzkrieg: August 2007

http://projectblitzkrieg.blogspot.com/2007_08_01_archive.html

Wednesday, August 15, 2007. Welcome to the public blog of S.4. Blitzkrieg is the official codename of our sci-fi FPS. It's now past its pre-production stage and active development is underway into the development of the proprietary Reaction Engine. There is no planned release date yet but will be announced by 2008 Q1. All the latest news, screenshots, videos and demos will be released here periodically. Subscribe to: Posts (Atom).

2

Project Blitzkrieg: ---Project Blitzkrieg---

http://projectblitzkrieg.blogspot.com/2007/08/project-blitzkrieg.html

Wednesday, August 15, 2007. Welcome to the public blog of S.4. Blitzkrieg is the official codename of our sci-fi FPS. It's now past its pre-production stage and active development is underway into the development of the proprietary Reaction Engine. There is no planned release date yet but will be announced by 2008 Q1. All the latest news, screenshots, videos and demos will be released here periodically. This comment has been removed by the author. August 21, 2007 at 7:50 AM. August 23, 2007 at 10:47 PM.

3

Project Blitzkrieg: Terrain Lighting/Shadowing System

http://projectblitzkrieg.blogspot.com/2007/10/terrain-lightingshadowing-system.html

Thursday, October 11, 2007. Finally the lighting system for the terrain's done. Reaction Engine terrains will feature a real-time or rather a 'pseudo real-time' GPU accelerated accurate soft. PS Texture splatting was disabled to highlight the shadows. The thing looks really nice with a proper blend of grass and sand textures. :). Subscribe to: Post Comments (Atom). Bump mapped/Normal mapped surfaces. Some screenshots of the Reaction Engine in Action.

4

Project Blitzkrieg: Shadowing system

http://projectblitzkrieg.blogspot.com/2007/10/shadowing-system.html

Wednesday, October 10, 2007. Labels: Real time screens. These aren't soft I see. Blurring needed? October 10, 2007 at 10:39 AM. D yeah. wont be doing blurring, will be calculating fake penumbra :D. wanted to tell you something else which I had in mind, but didn't want to tell about it in the public blog. October 10, 2007 at 7:19 PM. Subscribe to: Post Comments (Atom). Bump mapped/Normal mapped surfaces. Some screenshots of the Reaction Engine in Action.

5

Project Blitzkrieg: October 2007

http://projectblitzkrieg.blogspot.com/2007_10_01_archive.html

Thursday, October 11, 2007. Finally the lighting system for the terrain's done. Reaction Engine terrains will feature a real-time or rather a 'pseudo real-time' GPU accelerated accurate soft. PS Texture splatting was disabled to highlight the shadows. The thing looks really nice with a proper blend of grass and sand textures. :). Wednesday, October 10, 2007. Labels: Real time screens. Thursday, October 4, 2007. Labels: Real time screens. Wednesday, October 3, 2007. Bump mapped/Normal mapped surfaces.

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Things Seen Through A Widescreen: October 2007

http://www.rajeshdmonte.com/2007_10_01_archive.html

Things Seen Through A Widescreen. The wider the better. Wednesday, October 24, 2007. Check out: http:/ www.projectblitzkrieg.blogspot.com/. Subscribe to: Posts (Atom). Enter your search terms. Experiments with SSAO (Screen Space Ambient Occlusion). Its been a real long time since I last posted. So I thought Id post something. Ive been experimenting with the Screen Space Ambien. Streaming a FLV video with AS3/Flash/Flex from a URL without a Streaming Server. View my complete profile. This Privacy Policy m...

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Project Blitzkrieg

Thursday, October 11, 2007. Finally the lighting system for the terrain's done. Reaction Engine terrains will feature a real-time or rather a 'pseudo real-time' GPU accelerated accurate soft. PS Texture splatting was disabled to highlight the shadows. The thing looks really nice with a proper blend of grass and sand textures. :). Wednesday, October 10, 2007. Labels: Real time screens. Thursday, October 4, 2007. Labels: Real time screens. Wednesday, October 3, 2007. Bump mapped/Normal mapped surfaces.

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