New lighting system

Started by iWasAdam, December 27, 2023, 11:21:10

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iWasAdam

I thought that you might be interested in what I've been up to with the new render core. So I created a simple untextured map with four lights. the lighting system is cpu based and then fed per frame into the gpu. This gives a general overview of the tile base 3d construction, walls, floors, items, etc.

First a shot of the map with the editor showing the lighting options - this is all live, so just one click will change it all instantly :)


Here we go with the base map and no lighting of any sort:


Next up we have the same scene with auto depth adjustment added - this darkens the map depending on the depth - again no lighting is being used:


The reason these 2 pics look like there is some for of lighting added is because of the shader. it is using the location, depth and normals to create a fuller lit look. if there were textures, these are also used to add faux bump mapping!

OK now we turn on the lights, there are four each a different color - light is created in a 3x3 grid per tile and will 'flow'. Also faces away from the light will be darker:


The light calculation has different variants. Here we turn on 'low falloff', so the light will spread further in a map - giving a lighter look to things:


turning light brightness on will increase the light lumen, burning out the light (bleeding):


Finally all the above plus auto depth adjustment, it sort of looks the same but it's not, you would need to see the in motion to see how it affects depth, etc ;)



Matty

Reminds me of a set on the old 1990s Clint Eastwood film "Unforgiven" also starring Gene Hackman and Morgan Freeman.

mainsworthy

cool adam, I like the western theme.

mainsworthy

Adam have you subed to

GDWC 2023 - The Game Development World Championship (thegdwc.com)

still time, and you have some good stuff, it does not need to be finished or paid, plenty of catagories to add it , we may be both see each other on the podium :)