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Finally set up a decent site for my game.
 
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
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PostPosted: Wed Jun 02, 2004 1:50 pm    Post subject: [quote]

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

PostPosted: Thu Jun 03, 2004 5:00 am    Post subject: [quote]

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
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PostPosted: Thu Jun 03, 2004 11:01 pm    Post subject: [quote]

the shadowing effect
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Fri Jun 04, 2004 1:47 am    Post subject: [quote]

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
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Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Fri Jun 04, 2004 6:03 am    Post subject: [quote]

That looks like a really neat editor...
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Fri Jun 04, 2004 9:19 am    Post subject: [quote]

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

PostPosted: Fri Jun 04, 2004 10:45 am    Post subject: [quote]

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

PostPosted: Sat Jun 05, 2004 1:33 pm    Post subject: [quote]

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!

PostPosted: Sun Jun 13, 2004 4:51 pm    Post subject: [quote]

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.
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Mon Jun 14, 2004 7:09 am    Post subject: [quote]

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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