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What should be most important aspect in new lighting update?
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Day & night cycle | 39,39% (26) | |
It should run faster than previous version | 24,24% (16) | |
No memory leaks and similar issues | 16,67% (11) | |
Flashlight and other texture based light effects | 12,12% (8) | |
No map size restriction | 7,58% (5) |
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§2.2 - Nur gehaltvolle Beiträge mit Mehrwert4× editiert, zuletzt 02.01.16 16:35:33
Yeah, I hope you are sarcastic here
That would be pre-rendered and wouldn't require a lot of performance. But right now I would like to finish current features. Optimize them, release - and except everything works out. Since this lighting engine is forced to the users.
Zitat
except you would use 1D Fourier series stored on a 2D array instead of spherical harmonics in a volume. The propagation step in 2D is also really nice on the prefetcher, so you could potentially do multiple bounces in a few ms even on the CPU.
And people say i'm a nerd.
I kind of like the idea of semi-reflective blocks, but if it's done somewhat realistic it will be nearly unnoticeable and you'd need to define the actual block transparency in the editor somehow.
https://www.youtube.com/watch?v=NhNgmgg8vtY&feature=youtu.be
3× editiert, zuletzt 05.01.16 07:25:36
The lights don't eliminate the shadows here but make the darkened floor brighter (dark shadow overlayed by the colored source of light). A bug?