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Dungeon Keeper II remake

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It's just a visual thing, but this would definitely make it look closer to the original. This was actually achieved with **Incremental Delaunay Triangulation**. Readings: - https://www.google.de/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CCYQFjAAahUKEwjf2KahpITJAhVGEiwKHWZYBqU&url=http%3A%2F%2Fwww.karlchenofhell.org%2Fcppswp%2Flischinski.pdf&usg=AFQjCNERvoyhQYMwgtVXdNJYlZukkk8Kiw&sig2=E83lExb014YunXw9nbgkpg - http://www.ti.inf.ethz.ch/ew/courses/CG13/lecture/Chapter%207.pdf -...

Found this old #362 branch and rebased fwiw.

Lots of warnings confusing users.

We support custom normal maps via texture basename suffix `_n` and also similarly displacement maps named `_p`. Those are loaded by trying to `locateAsset` which prints warnings internally.

Migrate to the new animation system. It supposedly comes with some goodies, and our morph animations are supported out of the box as well as hardware accelerated (?). Should be...

Enhance the lava material. Bloom should do it, to give it a impression of hotness. This would also be simple to do before any real graphics overhaul.

enhancement

It is very difficult to match the new code with the old one. It is very difficult to understand which code has already been ported, and which is not yet....

cosmetical

Just for the record. At the moment it's still just plain ambient lighting. Real lights are required for advanced effects. https://wiki.jmonkeyengine.org/docs/3.4/core/light/light_and_shadow.html Dev branch: https://github.com/tonihele/OpenKeeper/commits/light_n_shadow

Convert bump maps (height maps) to normal maps. This can be done in AssetConversion. Data\EngineTextures\ contains EnvMaps & bump maps for water & lava. Only normal maps are supported by...

enhancement

When using higher-resolution images: ![screenshot](https://user-images.githubusercontent.com/404623/66657981-d826e300-ec40-11e9-9e88-7df79c726248.jpg)

easy