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Ninkazu Demon Hunter
Joined: 08 Aug 2002 Posts: 945 Location: Location:
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Posted: Wed Jun 02, 2004 1:50 pm Post subject: |
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I've seen that stuff in bork too. How do you DO that?
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Thu Jun 03, 2004 5:00 am Post subject: |
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Ninkazu wrote: | I've seen that stuff in bork too. How do you DO that? |
What do you mean, the lighting or a single aspect of it in particular?
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Ninkazu Demon Hunter
Joined: 08 Aug 2002 Posts: 945 Location: Location:
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Posted: Thu Jun 03, 2004 11:01 pm Post subject: |
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the shadowing effect
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Fri Jun 04, 2004 1:47 am Post subject: |
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Ninkazu wrote: | the shadowing effect |
Currently the way it works is I define a list of light sources. Each one has a color and a falloff distance (range).
To render the lights, I use two surfaces - an output buffer and a scratch buffer.
I iterate through the lights, and for each light I clear the scratch buffer and 'render' the light (if the light is directional, I use a polygon, otherwise I use a radial gradient.) After that I iterate through all the 'obstructions' I have defined, and for any obstruction that's within range of the light I draw a shadow on the scratch buffer. At the end of the pass for each light, I blend the scratch buffer onto the output buffer.
When there's only one light, I can bypass the output buffer, which makes things a little bit faster.
As you can see, right now I only have sprites casting rectangular shadows, but I'm thinking about changing it to cast a shadow based on their bitmap. I'm not quite sure if that'll work well for the game mechanics, though, even if it'll look better.
I may also have to change how lighting obstructions work, because right now a wall's shadow will cover the wall itself in some cases (since I represent walls as lines).
I've been working on a tileset to use for testing the lighting system... (ignore the filename, that's a bug)
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valderman Mage
Joined: 29 Aug 2002 Posts: 334 Location: Gothenburg, Sweden
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Posted: Fri Jun 04, 2004 6:03 am Post subject: |
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That looks like a really neat editor... _________________ http://www.weeaboo.se
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Fri Jun 04, 2004 9:19 am Post subject: |
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Valderman wrote: | That looks like a really neat editor... |
The parts I've finished coding are pretty neat. The parts that I haven't finished are pretty lame, and crash sometimes. :(
Playing around with the lighting implementation (which still has bugs I need to fix.) Unfortunately I screwed up placing some of the lighting data... and the remove/undo options aren't finished for lighting, hehe.
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Joakim Tenshi's Bitch (Peach says "Suck it!")
Joined: 05 Apr 2004 Posts: 64
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Posted: Fri Jun 04, 2004 10:45 am Post subject: |
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Mmmm :) neat lightning effects. the blueish and brownish combination looks a lot like artificial light (from a lightbulb) and daylight, or moonlight maybe.
Great work!
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Sat Jun 05, 2004 1:33 pm Post subject: |
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After some more editor work I was able to get it into the engine...
Weee. Looks like I have some optimizing to do, though!
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Sun Jun 13, 2004 4:51 pm Post subject: |
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is that still using Fury2? If so, I bow to your l33tness. That is one sweet ass looking game and RPG dev system your creating there. In VB too, right? That takes skizill. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Mon Jun 14, 2004 7:09 am Post subject: |
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Mandrake wrote: | is that still using Fury2? If so, I bow to your l33tness. That is one sweet ass looking game and RPG dev system your creating there. In VB too, right? That takes skizill. | Heh, thanks. I'm not quite insane enough to use pure VB for this - I just use VB for the components that would take forever to write in anything else (except maybe Python, but I don't know that well enough to use it for this.) Most of the graphics rendering and other performance-intensive stuff is done using C++ routines.
Don't really have any terribly new screenshots - just been working on the editor and hardware acceleration for the engine.
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