Sapiens Devlog 4

From Sapiens Wiki
Jump to navigation Jump to search
DevLog Infobox
Episode Number: Devlog #4
Title: World Project Devlog #4 - Physically Based Shaders
YouTube Link: Watch on YouTube
Date Posted: 7/27/2015
Duration: 08:34
Number of Views: 8,031 as of 2023-06-23

Summary

In this video, Dave Frampton discusses the implementation of physically based shaders in the game, based on the 'Real Shading in Unreal Engine 4' talk from SIGGRAPH 2013. He explains the benefits of this technique, such as easier creation and reuse of materials, and the improved realism it brings to the game. He also mentions that the game is now working on the Oculus Rift and discusses the potential for gameplay mechanics related to the VR experience.

Notable Topics

Physically Based Shaders

The game now uses physically based shaders, which allow for easier creation and reuse of materials and bring improved realism to the game. The shaders are based on the 'Real Shading in Unreal Engine 4' talk from SIGGRAPH 2013.

Oculus Rift Compatibility

The game is now compatible with the Oculus Rift. This opens up potential for unique gameplay mechanics related to the VR experience.

Gameplay Considerations

Dave discusses the need to focus more on gameplay development after spending a significant amount of time on visual enhancements like the new shaders.

Disclaimer

This summary was generated by AI. If you notice an error or correction required, please let us know on the #wiki channel of the discord server or make the edit yourself if you are an editor.