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yeah, I read this one before, pretty interesting, although most of the techniques arent really "next-gen".




I think that real-time ambient occlusion is still a quite modern technique and only a few engines support it at the moment.

This article is interesting and well written. But unfortunatelly it is hard to find an indie engine that supports all this (professional lighting, shader, efficient scene-management).
If you want to make all this in Gamestudio then you have to pimp it up with a few plugins
And you still have to create shaders for things like AO.


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