“You see, in this world there’s two kinds of people, my friend:
Those with loaded guns and those who dig. You dig.” - Blondie
In this post, I’ll be reviewing some existing methods for attaining well-behaved specular lighting. I’ll also cover a simple twist on these that fits better with current game lighting approaches and console memory constraints.
What do I mean by well-behaved? I’m talking about avoiding specular highlight shimmering on bumpy surfaces, as well as achieving the right appearance in the distance: the combined effect of these bumps as individual wrinkles and irregularities become too small to make out. Can we do all of this on a budget? Let’s hit the trail and find out!