I am quite excited about this, I even made our own logo and splash screen (with "sweet", "eye", "candy" and "Blender" in mind)
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so here is the list of stuff currently done and yet to be done.
done:
• SSS (subsurface scattering) material
• rectangular area lights
• logic connector highlighting in UI
in progress:
• parallax mapping
• volumetric point & spot lights
• real-time composite nodes
planned:
• volumetric shadowing for volumetric lights
• environment cube-mapping
• scrolling texture coordinates in Blender material editor
• timer node in material node editor
• world normals in material node editor
• extra uniform inputs for 2D GLSL filters
• extra 2D GLSL filters
• Sky and Atmosphere
• fog volumes
BGE Candy branch thread in BlenderArtists HERE
will this possibly include some realtime GLSL edge detections?
ReplyDeleteit is possible already - with a custom 2d filter.
DeleteTHIS.. IS... MOST EXCITING NEWS SINCE CYCLES!
ReplyDelete( And B-mes, of course :P )
You just made my day! Thanks!
ReplyDeletewow, i can't wait.
ReplyDeleteaCould you integrate Moguri's BGE PFC shadow in your build? With due permission of course.
ReplyDeletehttp://mogurijin.wordpress.com/2010/08/14/pcf-soft-shadows-in-the-bge/
I feel that this would be a nice little extra in your project
Hi, there. What's the actual state of this branch? I mean... it never enter in trunk, did it?
ReplyDelete*enter = was included
Delete