As some of you may know, the V1.0085 version has been officially released and available to all pledgers right now. You can find it in your TGC Product Page and will include some small fixes and also a Single Stage Undo feature which you can try out (intended for V1.009 but you get it early).
The remainder of the day I have been working on the Ambient Occlusion mapping system for the engine, and after the oohs and aahs from the conference call I had at 4PM, I figured I would show you what my current prototype looks like:
You need a programmers eye to see the potential and the problems. I am happy with the technique in general, but you will notice the facets of the curved surfaces have seams between light map texture info, so I am thinking of some kind of diffuse component in the vertex structure to over-rule situations where small lightmaps are not appropriate (and might save video memory too as it's per vertex rather than per pixel and the phong smoothing will make it look nicer).
I can also announce the start of a new incentive scheme which you can use right now to get some free goodies for your game making fun (and to help us gather more resources for continued high-octane development in the Reloaded lab). Rather than repeat information, here is a link to learn more:
If you log into your TGC account and visit this page (and you a pledger), you will see a simple forum you can fill to recommend a friend to FPSC Reloaded. If they pledge, you and they get 8 new cool Jet Pack models, granting your in-game character the ability to FLY!