features
- [x] shadow maps
- [x] environment reflections for crystal
- [x] reflections for gold Lara
- [x] ambient cube
- [x] contact ambient occlusion for Lara
- [x] ligth source interpolation
- [x] water surface (simulation, refraction & reflection)
- [x] braid
- [x] dual-aiming
- [x] stereo rendering support for 3D displays
- [x] trapezoidal texturing
- [x] ambient cubes interpolation
- [ ] static ambient occlusion calculation
- [ ] simple shadow projection for FFP GAPI (without self-shadowing)
- [ ] ESM soft shadows
- [ ] HTC Vive & Oculus Rift support
- [x] Google VR support
- [x] low-pass filter for air<->underwater sounds
- [ ] flame simullation
- [ ] heat haze effect for flame and lava
- [ ] normal mapping
- [ ] geometry, textures and animations dump and replace
- [ ] underwater dust
Hey @XProger big fan of the project! Would love to help in some way, but I'm no developer, just a designer. Is there any way one can donate to you for the project? Would be so cool to see this finished one day.
@elioqoshi you can write features list here to make the game looks better :)
The light when standing behind the moving block in Caves looks super bright, especially in the passageway. Also I'd add an option to use classic object shadows - the way Lara casts shadows in tunnels sometimes looks weird.
@rr- thanks, fixed
Can you add an option to make the stereo rendering cross-eyed instead of parallel?