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Cave Engine 1.7 is getting a brand new dynamic bloom effect, with full control over intensity, threshold, radius and exposure. In this video, I push the effect to ridiculous values to stress test it and show how it interacts with emissive materials, lights and eye adaptation.
I also explain how I implemented bloom inside Cave Engine, why this feature stayed on my backlog for years, and how the engine’s recent production needs finally made it worth adding. The result is a much more flexible post-processing system for stylized and realistic games.
The Cherno Video I mention:
https://www.youtube.com/watch?v=tI70-HIc5ro
➡️ Chapters
00:00 Cave Engine finally has Bloom
02:36 Controlling Bloom in Cave 1.7
03:53 How this Bloom works
07:28 How much code it took to implement
08:37 Why I finally added it now
10:53 Eye Adaptation and exposure controls
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► Uniday Studio
By: Guilherme Teres Nunes