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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) |
66 votes cast
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§2.2 - Only meaningful contributions with added value
Gaios: Shadow casting and similar stuff. The lighting itself.
Gaios: probably the actual flashlight stuff like viewing dark things using light (flashlight) and env_ map stuff
edited 4×, last 02.01.16 03:35:33 pm
Yeah, I hope you are sarcastic here
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. 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.
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.
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.
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.
https://www.youtube.com/watch?v=NhNgmgg8vtY&feature=youtu.be
edited 3×, last 05.01.16 06:25:36 am
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?
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