Ambient Occlusion – Shadows in Second Life
Applications and Tools, Second Life | (5)
On a platform where every object needs to be rezzed from the point of viewing, Second Life has had to make trade-offs to the appearance of the world. On gaming platforms, these trade-offs are handled through things like texture baking, polygon counts, and distribution of content on CD.
Platforms like Blue Mars are throwing caution to the wind and assuming that computer power will continue to grow exponentially, to the point where the world will catch up to THEM rather than them catch up to the world. The difference in the visual appearance can be astonishing. Blue Mars will run ...