Hello there!
Recently, martinsh and I have been working on adding some new features to the BGE. We are calling it the Candy branch.
Implemented Features:
- Subsurface Scattering
- Area Lamps
- Logic Connector Highlighting
- Mipmapping option per-texture
In progress:
- Composite nodes in realtime
- Parallax mapping
- Volumetric Lights
Some other things that we have planned:
- Volumetric Shadowing for Volumetric lights
- Environment cube-mapping
- Scrolling texture coordinates in material node editor
- World normals in material node editor
- Extra uniform inputs for 2D Filters
- Sky and Atmosphere
- Fog volumes
If you have any other ideas, please share them with us.
Screenshots:
Area lamps:
SSS:
Logic Brick Connector Highlighting:
At the moment, the SSS isn’t highly accurate (Object thickness doesn’t affect it). After harmony is released, I will work on getting thickness to affect it. (To calculate thickness, I need to get depth buffer from a lamp, which means all lamps have to have shadow buffer)
The area lamps, on the other hand, are highly accurate.
Download(Graphicall):
Windows
Linux
OSX
Patch:
http://dl.dropbox.com/u/1860288/BGE_patch.patch
Please note, the build may not be perfectly stable right now.
Please donate to help development:
https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=MQ7GW37LCC7HA&lc=US&item_name=BGE%20Candy%20Branch&item_number=CandyBranch¤cy_code=USD&bn=PP-DonationsBF%3Abtn_donate_LG.gif%3ANonHosted
-Mokazon