Hello all,
After about a year of meddling with Urho, @RCKraken and I have some progress to show on our project. We have been testing the capabilities of Urho to provide a high performance multiplayer experience with a large world. Though some modification was necessary, we have found it very well suited to our needs. This is the general overview of what has been changed from stock Urho:
-Terrain shading with normals
-Modified vegetation shader for fitting large models
-Automatic imposters for LOD purposes
-SSR based water shading
-Day/Night cycled skybox based on ProcSky (thanks @jmiller)
-Custom level caching for networking
Thanks to the whole community for answering our dumb questions, and special thanks to those whose code we modified for use in our project. (ProcSky, JTippetts level editor)
We hope to work on features such as chunk based AI, SSAO, high level simulation, and vehicles as we move forward in our project. We’ll keep this topic updated as improvements come forth.
Best,
Don & Orion