How do I light my character if my scene is not side scrolling but 2d?
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How do I light my character if my scene is not side scrolling but 2d?
I know this probably not question about Sprite DLight. I am new to these light stuff.
So i am trying my luck to get some suggestion here.
My game allow characters to move in 2D. Up/Down Left/Right, so it is possible that the light source is behind my character sprite. In this case my character should not simulate light casting from top because even thought the light has higher screen Y value, it is in fact at the back but not above the character's head.
Any suggestion on how to handle this case?
I think this also occurs to side-scrolling game when character walk to the front of a light source and they get overlapped.
Btw, the SpriteDLight is quite slow when processing my background.
I think there are lot can be done to improve performance.
I notice that if i am correct, its now run with only 1 thread, not utilizing my CPU power.
I don't know how the algorithm works but i am guessing if some techniques like computing a scaled down version of the large image and use the result as hint to further compute the 1:1 normal map would help.
The preview tab is slow too. Is it not using h/w acceleration? e.g. OpenGL
So i am trying my luck to get some suggestion here.
My game allow characters to move in 2D. Up/Down Left/Right, so it is possible that the light source is behind my character sprite. In this case my character should not simulate light casting from top because even thought the light has higher screen Y value, it is in fact at the back but not above the character's head.
Any suggestion on how to handle this case?
I think this also occurs to side-scrolling game when character walk to the front of a light source and they get overlapped.
Btw, the SpriteDLight is quite slow when processing my background.
I think there are lot can be done to improve performance.
I notice that if i am correct, its now run with only 1 thread, not utilizing my CPU power.
I don't know how the algorithm works but i am guessing if some techniques like computing a scaled down version of the large image and use the result as hint to further compute the 1:1 normal map would help.
The preview tab is slow too. Is it not using h/w acceleration? e.g. OpenGL
nickromancer- Posts : 1
Join date : 2015-09-28
Re: How do I light my character if my scene is not side scrolling but 2d?
I found the title of this thread somewhat confusing since side-scrolling perspectives are pretty popular for 2D games.
What kind of 2D perspective are you using?
I don't know which engine you are working with, but there should be some kind of way to tell the shader the Z-values of the characters/objects and the light source.
By doing this, you can disable the lighting for a character when it is in front of a light source.
I know the tool can be pretty slow when processing large images.
This is also what uses up most of my time: Experimenting with alternative algorithms and attempts to speed up things.
The bottleneck here is the shape volume algorithm that inflates the overall shape.
This algorithm isn't a good fit for multithreaded programming.
I have tried mip-mapping for the shape volume algorithm, but compared to the depth map algorithm that sucessfully uses a technique similar to mip-mapping, the results were pretty poor.
The preview window is also slow because it doesn't use hardware accelleration.
It was originally planned as a small gimmick to give users a chance to see a preview of what their art could look like with dynamic lighting in a game engine.
Using OpenGL for this (and probably also for the map generation) would of course be the most amazing thing I could imagine.
I found a good library that allows the use of OpenGL with the software Sprite DLight is being developed in, however it only works for Windows so far.
What kind of 2D perspective are you using?
I don't know which engine you are working with, but there should be some kind of way to tell the shader the Z-values of the characters/objects and the light source.
By doing this, you can disable the lighting for a character when it is in front of a light source.
I know the tool can be pretty slow when processing large images.
This is also what uses up most of my time: Experimenting with alternative algorithms and attempts to speed up things.
The bottleneck here is the shape volume algorithm that inflates the overall shape.
This algorithm isn't a good fit for multithreaded programming.
I have tried mip-mapping for the shape volume algorithm, but compared to the depth map algorithm that sucessfully uses a technique similar to mip-mapping, the results were pretty poor.
The preview window is also slow because it doesn't use hardware accelleration.
It was originally planned as a small gimmick to give users a chance to see a preview of what their art could look like with dynamic lighting in a game engine.
Using OpenGL for this (and probably also for the map generation) would of course be the most amazing thing I could imagine.
I found a good library that allows the use of OpenGL with the software Sprite DLight is being developed in, however it only works for Windows so far.
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