Aliasing ?

Hello,
First of all, overall I find the game looks very nice, and I just checked the recent pics you posted about the lighting refactoring, it looks gorgeous ! As you are working on that I wanted to talk about something that disturbs me : close to the surfaces we often see a lot of tiny details, bumpy patterns or material "noise", but when we look at it from a distance, we see huge shimmering or moiré patterns. I understood that you fetch your lighting from environment maps (cubemaps ?), thus it's a difficult filtering problem.
I have some experience in that domain, and already "played" with some techniques that address efficiently the problem of filtering complex datas (for example, LEAN Mapping for specular highlights from point lights on normal maps, we can also make it work quite well for environment maps. For a complete summary of what we can put into "complex datas", the last page of this is interesting). If you're interested, I would be glad to help you make this game more awesome. First, I can send you a little demo program (with sources) to demonstrate what is possible/not possible to do (let me the time to prepare it), it should help you decide if it's worth integrating it.
Oh and another thing, I also tested the engine designer on a PC with a smaller screen (17" CRT, 1152*864) and it was far less comfortable. The non-resizable window UI make me feel that a lot of space is wasted as the background is of no use (yet ?).
First of all, overall I find the game looks very nice, and I just checked the recent pics you posted about the lighting refactoring, it looks gorgeous ! As you are working on that I wanted to talk about something that disturbs me : close to the surfaces we often see a lot of tiny details, bumpy patterns or material "noise", but when we look at it from a distance, we see huge shimmering or moiré patterns. I understood that you fetch your lighting from environment maps (cubemaps ?), thus it's a difficult filtering problem.
I have some experience in that domain, and already "played" with some techniques that address efficiently the problem of filtering complex datas (for example, LEAN Mapping for specular highlights from point lights on normal maps, we can also make it work quite well for environment maps. For a complete summary of what we can put into "complex datas", the last page of this is interesting). If you're interested, I would be glad to help you make this game more awesome. First, I can send you a little demo program (with sources) to demonstrate what is possible/not possible to do (let me the time to prepare it), it should help you decide if it's worth integrating it.
Oh and another thing, I also tested the engine designer on a PC with a smaller screen (17" CRT, 1152*864) and it was far less comfortable. The non-resizable window UI make me feel that a lot of space is wasted as the background is of no use (yet ?).