When I thought that all problems with heightmaps was over, I stumbled upon something sort of tricky recently. The only thing I had left for heightmaps was to add physics to them. This seemed easy to do as it was basically just a matter of sending the raw heightmap data to the physics engine (newton game dynamics) However just as I had done this I realized that this was not enough: the terrain could have many different physical properties at different places (a spot with dirt, one with rock, etc).
Tech Feature: Undergrowth
After a little break with updates on the rendering system, holidays and super secret stuff, I could finally get back to terrain rendering this week. This meant work on the final big part of the terrain system: Undergrowth. This is basically grass and any kind of small vegetation close to the ground.
Four months after Amnesia’s release
Frictional Games have now officially existed for almost exactly four years (4 years and 7 days to be exact), Amnesia: The Dark Descent is our fourth game and it is now four month since we released it. Because of this we thought it was time for another round-up of sales and other stuff that has happened.
Embracing Hardness
I am not very fond of new year’s resolutions, but I will make one anyway: From here on, I promise myself to never take the simple way, but always take the hard one, when making game. This might seem a bit weird, so let me explain myself.