Forum

> > CS2D > General > CS2D Lighting Development Blog
Forums overviewCS2D overviewGeneral overviewLog in to reply

English CS2D Lighting Development Blog

48 replies
Page
To the start Previous 1 2 3 Next To the start

Poll Poll

What should be most important aspect in new lighting update?

Only registered users are allowed to vote
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)
66 votes cast

old Re: CS2D Lighting Development Blog

Rainoth
Moderator Off Offline

Quote
I suppose you'd have to base a new light source based on how big the mirror is and then the light would kind of overlap I guess. Doesn't really make sense when it's topdown. Not worth it.

old Re: CS2D Lighting Development Blog

DannyDeth
User Off Offline

Quote
@user SQ: It would actually be fairly trivial to do diffuse ambient light in a top-down view. Can use something similar to Crytek's "light propagation volumes" 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.

old Re: CS2D Lighting Development Blog

SQ
Moderator Off Offline

Quote
I have in plans to make "volumetric lighting" for the rooms.

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.

old Re: CS2D Lighting Development Blog

DannyDeth
User Off Offline

Quote
@user SQ: To do this 'volumetric' lighting, will you bake textures with light/occlusion values? I respect your wish to make everything fully functional and well-optimised, of course, but fancy directional lighting is always alluring.

old Re: CS2D Lighting Development Blog

SmD
User Off Offline

Quote
Quote
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.

old Re: CS2D Lighting Development Blog

VADemon
User Off Offline

Quote
@user SmD: I'm sure he does it for a living

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.
To the start Previous 1 2 3 Next To the start
Log in to replyGeneral overviewCS2D overviewForums overview