6/20/2023 0 Comments Shadow era hacks![]() I'll note that the author's approach (needing extra intersection points at +- 0.00001 radian) is a little perplexing. That one's garbage, but may still be of some use. I also have a similar pure-software-rendering lighting library from around ~8 years ago available here, in C++: We apply a customized ramp texture to the light sources in order to replace the smooth attenuation with quantized attenuation, and we don't use soft shadows (though we do render lighting at a lower resolution and upscale it, because that softens things a little.) We also do a simple HDR camera model by sampling lighting intensity across the scene's foreground/background planes and using that to adjust the range of the final lightmap so that we can automatically tune exposure/white point etc to highlight certain parts of a level. Most light sources exist on both planes but have different parameters in order to create a depth effect some light sources are only on the background plane. You can see some of the levels using it here: įor EG2 we have a pair of separate lighting environments one for the foreground plane and one for the background plane. It's hardware-accelerated and has a few other useful features we're using it in Escape Goat 2 and it works on Windows/Linux/Mac on pretty much any D3D9-spec hardware. I have an open source XNA/MonoGame implementation of a similar lighting technique available here:
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