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Very cool. The one thing that stood out to me is the transition from screen-space to cubemap reflections. If I understand how these are typically implemented, screen-space reflections sample existing parts of the current frame. These are good for real-time reflections at shallow angles. Cubemap reflections are for the rest of the environment, when there is nothing "on screen" to sample from, and so you must resort to a pre-baked image of the environment to represent your reflection.



The baked reflections (THAT MIRROR!) upset me a lot more than they should have. I guess it's an uncanny valley effect.


Reflections aren't necessarily baked, it's equally likely that there's just no player model.




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