For rendering, I wanted to go one step (but not more than one step) beyond the flat-shaded polygons that are typical for physics demos. I wanted shadows, but I have never been a big fan of sharp edges, such as with shadow volumes or even shadow maps. Soft shadows is really what enables a whole new level of realism. I worked on an ambient occlusion project for Ageia a couple of years ago, just before they got acquired by Nvidia and I think that's a really good alternative to real global illumination. My approach at the time was to compute ambient oclcusion in 3D on the second generation PhysX hardware (that was never released) and dynamically update low-res light maps for the parts of the scene that changed. It had good potential , but shortly after Crysis was released and the screen-space methods (SSAO) started taking off. I've always been curious about SSAO ever since but never got around to implement one, so I thought this was a good opportunity. I found this article, whic
A game technology blog with focus on physics. I'm the co-creator of mobile games Smash Hit, PinOut, Does not Commute, Granny Smith, Beyondium and Sprinkle. Twitter handle: @tuxedolabs