English CS2D Lighting Development Blog

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Poll Poll
What should be most important aspect in new lighting update?
Only registered users are allowed to vote
Day & night cycle
39.39% (26)
It should run faster than previous version
24.24% (16)
No memory leaks and similar issues
16.67% (11)
Flashlight and other texture based light effects
12.12% (8)
No map size restriction
7.58% (5)
66 votes cast
30.12.15 03:11:43 pm
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SQ
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Server will force it to use. Some servers might use it. So might not.
30.12.15 05:35:38 pm
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Goo
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I go for the first and the third votes because I think the first will look the best and the third wont ruin the game-play.
30.12.15 07:13:54 pm
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apex2d
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1 = ofc
Eat Sleep Conquer Repeat. www.Radeon2D.forumid.net
30.12.15 07:40:52 pm
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Gaios
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What do you mean by Flashlight and other texture based light effects?
30.12.15 08:22:26 pm
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Goo
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@user Gaios: probably the actual flashlight stuff like viewing dark things using light (flashlight) and env_ map stuff
31.12.15 03:06:51 am
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SQ
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Well this is some features new lighting system is capable of.

IMG:http://s8.postimg.org/ugm7qf4xh/sds.png
edited 4×, last 02.01.16 04:35:33 pm
02.01.16 05:51:30 pm
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DannyDeth
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Have you thought of implementing ambient/bounce lighting on, perhaps, an "ultra" setting?
02.01.16 08:08:43 pm
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SQ
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Yeah, and let's do some reflections and glass stuff!

Yeah, I hope you are sarcastic here
02.01.16 08:37:40 pm
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Mora_rus
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There are no possible to make mirror somehow?
S.T.A.L.K.E.R. - The Lost Land dev. https://discord.gg/aABCkHQ
02.01.16 08:44:22 pm
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SQ
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How should that look like?
02.01.16 08:56:41 pm
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Rainoth
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I suppose you'd have to base a new light source based on how big the mirror is and then the light would kind of overlap I guess. Doesn't really make sense when it's topdown. Not worth it.
02.01.16 08:57:08 pm
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SmD
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Actually some reflecting tiles would be nice. Like ice or glass.
02.01.16 09:22:38 pm
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DannyDeth
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@user SQ: It would actually be fairly trivial to do diffuse ambient light in a top-down view. Can use something similar to Crytek's "light propagation volumes" except you would use 1D Fourier series stored on a 2D array instead of spherical harmonics in a volume. The propagation step in 2D is also really nice on the prefetcher, so you could potentially do multiple bounces in a few ms even on the CPU.
02.01.16 09:25:33 pm
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SQ
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I have in plans to make "volumetric lighting" for the rooms.

That would be pre-rendered and wouldn't require a lot of performance. But right now I would like to finish current features. Optimize them, release - and except everything works out. Since this lighting engine is forced to the users.
02.01.16 09:37:20 pm
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DannyDeth
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@user SQ: To do this 'volumetric' lighting, will you bake textures with light/occlusion values? I respect your wish to make everything fully functional and well-optimised, of course, but fancy directional lighting is always alluring.
02.01.16 09:38:06 pm
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SmD
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Quote:
except you would use 1D Fourier series stored on a 2D array instead of spherical harmonics in a volume. The propagation step in 2D is also really nice on the prefetcher, so you could potentially do multiple bounces in a few ms even on the CPU.


And people say i'm a nerd.
03.01.16 05:32:02 am
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VADemon
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@user SmD: I'm sure he does it for a living

I kind of like the idea of semi-reflective blocks, but if it's done somewhat realistic it will be nearly unnoticeable and you'd need to define the actual block transparency in the editor somehow.
04.01.16 07:06:11 am
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SQ
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Lighting Demo Video:
https://www.youtube.com/watch?v=NhNgmgg8vtY&feature=youtu.be
edited 3×, last 05.01.16 07:25:36 am
05.01.16 09:19:23 am
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VADemon
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https://youtu.be/NhNgmgg8vtY?t=1m53s

The lights don't eliminate the shadows here but make the darkened floor brighter (dark shadow overlayed by the colored source of light). A bug?
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