by hc » 03 Feb 2013, 17:12
Sorry, emissions wont be possible at least until there are material shaders - I missed that one for the cannons, too.
There is only an optional (disabled) post-processing shader where I experimented with blooming, depth-of-field, AO, fisheye-warping, vignette, ... - but rendering is just the default openGL-Pipeline. Once the transition to shader-based-rendering is made, the sky's the limit. I'd then aim for deferred shading.
Anyway for now I may add some pure red, green and blue materials for lights?
Thinking about that: Flickering materials may be fun.
github.com/hackcraft-de
hackcraft.de