Good news: HDR, Bloom, AO and light bounces are in.
Bad news: only under Apple’s Metal and not tuned to look good yet.
In other words: no release this week. First I need to fine-tune the looks and port the required changes over to the Vulkan back-end.
Nonetheless this is a big milestone, since - basically - all the features are in. With all the required building blocks in place (or soon to be) I can concentrate on polishing what is currently in the game and call it an alpha-version (without the ‘pre’) in the not too distant future.
Related to the lighting in the engine I have also changed how the day/night cycle works. It is now user-customizable how long it lasts:
- Fixed Time of Day: Position of the sun only changes based on in-game date.
- Game-time: Cycle is linked to in-game time. It takes x weeks to complete.
- Real-time: Cycle takes x minutes of real-time to complete. Can optionally speed up based on game-speed.
- System-time: Time of day in-game equals current system-time.