{"title":" \"Light Propagation Volumes in Fable Legends\" @ Unreal Engine 4","url":"https://hanecci.hatenadiary.org/entry/20140419/p1","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20140419%2Fp1\" title=\" &quot;Light Propagation Volumes in Fable Legends&quot; @ Unreal Engine 4 - OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","categories":["GI","GAME_ENGINE"],"width":"100%","author_name":"hanecci","version":"1.0","description":"http://www.lionhead.com/blog/2014/april/17/dynamic-global-illumination-in-fable-legends/ \"Unreal Diaries: Why Lionhead chose UE4 for Fable Legends\" @ develop https://www.develop-online.net/tools-and-tech/unreal-diaries-why-lionhead-chose-ue4-for-fable-legends/0184611 Light Propagation Volume off Lig\u2026","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","published":"2014-04-19 00:00:00","image_url":"http://www.lionhead.com/imagegen.ashx?image=/media/28719/Arch_Layers_justAmbientCube.jpg&width=500","provider_name":"Hatena Blog","type":"rich","provider_url":"https://hatena.blog","author_url":"https://blog.hatena.ne.jp/hanecci/","height":"190","blog_url":"https://hanecci.hatenadiary.org/"}