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The fight for survival is on! OverDose is a class, team & objective based multiplayer game set on a post-apocalyptic Earth. With gameplay in the tradition of classic games such as Return to Castle Wolfenstein and Enemy Territory, melded with up to date gameplay mechanics and movement, OverDose is a unique blend of online action, team play and of course, lots of gore. Using id tech 2 as a base, OverDose features updated engine features like full real time lighting and shadow mapping, physically based rendering, particle and physics simulations and more. Plus, in classic id Software tradition, our engine and game are fully moddable and scriptable, meaning even amateur mod makers can bring their own creations to life with ease. This isn't war... It's an all out apocalypse!

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New Shadow Code
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radutanasie
radutanasie - - 949 comments

Nice shadows! Keep it up with the progress.

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Catalyst440
Catalyst440 - - 257 comments

Yay for soft shadows :)

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GavinStevens Creator
GavinStevens - - 620 comments

We always had soft shadows, only now you get a lot more precision, a lot more control, and its all a lot faster.

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nopushbutton
nopushbutton - - 719 comments

incredible!

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chris_sloany
chris_sloany - - 2,830 comments

wow remarkable progress! nice job!

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Capn_Nick
Capn_Nick - - 53 comments

OMFG! Can't believe those aren't lightmaps! BTW what h/w are you testing engine on and what are theoretical middle specs for it (with most nice effects and small like 1280x1024 resolution for example)?

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[Berserk]
[Berserk] - - 84 comments

We guesstimate GeForce 250/260 to run the game at a reasonable framerate, but not at the highest quality settings.

The engine requires so called DX10 level hardware to work, older generations are NOT supported.

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Capn_Nick
Capn_Nick - - 53 comments

OK. I will definitely try it on ION GPU. :-) If you are planning to realease a demo till the end of the year chances that I'll try it on my Radeon 2600XT.

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Lord_Pantomime
Lord_Pantomime - - 100 comments

love it

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Description

Ever improving, the shadows are now AT LEAST 4x faster than previous builds. Not only that but they are also a hell of a lot better, nicer looking and generally more bad ass than before. The way lights are set up is a little different. Gone are spending hours trying to find the correct resolution, that’s all done for you now. All the user has to do is select the correct sharpness level and bias for his shadow. This allows you to create really nice sharp indoor shadows and really blurred and fuzzy outdoor ones. One of the cooler new features we are working at the moment (But can’t show) is “Percentage Closer Soft Shadows”. These new shadows allow lights to blur more and more the further away from a light source the shadow is, thus simulating the real life penumbra effect. But for now, here’s a sample of our new shadow code (minus PCSS):