
This allows to draw shadows for small objects near the observer (such as stones, grass, etc.) and for giant mountains and rocks in the distance, complementing and improving the classic shadow rendering technique, as well as saving computer resources. In the case of contact shadows, the ray is launched in the direction of the light source for a very short distance near the camera, and for many tens of meters on the horizon. And, as a result, It turns into some kind of ray tracing! Oth effects work according to similar principles - we launch a ray for each pixel in the screen space and try to find its intersection with objects in the frame, which are described by the “depth” of the scene. Contact shadows (SSC) and Local Screen Space Reflections (SSLR) This improvement noticeably enhances the image quality in low-light and fully shadowed areas - it will become more three-dimensional and textured, and there will be a reflection of incident light (reflex) from surrounding objects. The indirect propagation of light is now simulated considering the surrounding geometry, so that in addition to direct light, reflected and diffused light from various surfaces and extended light sources (sky, radiating and reflecting surfaces, shading from massive objects and buildings, etc.) will appear. They precisely accounted for direct light from light sources, while indirect light was modeled approximately. Up to this point, our rendering has been using simplified ambient lighting algorithms.

Pedal to the floor! Update of the “Targem engine” Fasten your seat belts - the “Supercharged” update is already available! An updated game engine and lots of graphical improvements, new juicy effects and gameplay changes, a new PvP map and the return of the “Witch hunt” - all this awaits you on the game servers.
