Implementing Dynamic Atmospheric Scattering in Şişli 2099
Integration of real-time lighting systems into the urban sprawling maps of our latest build has presented unique technical challenges. Our engineering team has been focused on how Turkish amber sunlight interacts with the concrete textures of the Esentepe district. By leveraging custom shader pipelines, we have achieved a multi-layered light scattering effect that changes based on the humidity and smog levels of the in-game environment.
This update focuses specifically on the "Golden Hour" transition. Our technical architecture now supports independent voxel-based lighting for interior and exterior transitions, ensuring that as you enter a high-rise building, the ambient occlusion remains physically accurate without the typical light leak seen in standard engines.
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Deniz Yalçın
Lead Engine Architect