• Played with post-processing effects pretty much all day. figured out how to have post-processing affect the menu text but didn’t like that effect (and took some work to troubleshoot problems after all the crap I went through to get it to work). main menu looks fantastic now though!
  • played with a script to exclude certain objects (such as terrain) from post processing. ultimately it didn’t look that great (halo from bloom is still visible for example) but it’s an option.
  • began study/testing of post-processing fx for main game. bloom seems important but hard to dial in properly. I like the glowing road lines but the light hitting the terrain has too much bloom if I crank it up that high. tried for a LONG time to get eye adaptation (via auto exposure) to work but the effect seems backwards… suddenly being subjected to darkness after a bright light causes the scene to immediately appear at near-full brightness, and slowly fade in slightly DARKER, rather than appearing at nearly full black and fading in brighter. spent way too long trying to implement deferred rendering thinking this was why, but then the game would not play at all (even in the editor!) and I had to spend time troubleshooting that before eventually restoring the project settings from last night’s backup. phew!
  • played with MappyLand mesh and texture settings. created defaults for mesh settings (really only change the mesh size in there, so no sense editing it: just made 1-7, because anything larger isn’t going to be useful).
  • lots of testing