Posts tagged "lighting"
  1. Notes: 1 / 2 years ago 
    Light sources are working well enough. I spawned 2000 various bugs with light sources at night.
I am optimizing as much as I can so when I add some spells, some nice sparklies won’t bog down the system. Now to start polishing for a release.
I only had to re-write the lighting algorithms 2 times since my post the other day. I am happy with it now.

    Light sources are working well enough. I spawned 2000 various bugs with light sources at night.

    I am optimizing as much as I can so when I add some spells, some nice sparklies won’t bog down the system. Now to start polishing for a release.

    I only had to re-write the lighting algorithms 2 times since my post the other day. I am happy with it now.

     
  2. Notes: 1 / 2 years ago 
    I spent yesterday and today adding lighting to LOAW. Look at all the glowing bugs. It is amazing how much a person can get done when sick laying on the couch.
I added the lighting feature to items awhile back and just coded it into the rendering engine. Still tweaking it and want to make sure I can support about 100 lights on the screen. I figure someone someday might get the idea to hire 100 peasants and equip them all with torches and pitchforks. Hehe.
I’ll see if I can smooth out this feature and release it by next Saturday.

    I spent yesterday and today adding lighting to LOAW. Look at all the glowing bugs. It is amazing how much a person can get done when sick laying on the couch.

    I added the lighting feature to items awhile back and just coded it into the rendering engine. Still tweaking it and want to make sure I can support about 100 lights on the screen. I figure someone someday might get the idea to hire 100 peasants and equip them all with torches and pitchforks. Hehe.

    I’ll see if I can smooth out this feature and release it by next Saturday.

     
  3. 2 years ago 
    Here is a mockup of what I am working to achieve with the lighting engine.
The layering priority will be:
Light source (torch light) coloring of existing tiles.Normal vision - Field of viewDarkvision - Blue field of viewInfravision - Purple field of view (maybe some day add coloring effects to represent heat).
Fog of war being that dark purple stuffBlack is unexplored area.
edit: Just wanted to make sure there was no confusion. This was drawn up using a screenshot from the game and GIMP 2.

    Here is a mockup of what I am working to achieve with the lighting engine.

    The layering priority will be:

    Light source (torch light) coloring of existing tiles.
    Normal vision - Field of view
    Darkvision - Blue field of view
    Infravision - Purple field of view (maybe some day add coloring effects to represent heat).

    Fog of war being that dark purple stuff
    Black is unexplored area.

    edit: Just wanted to make sure there was no confusion. This was drawn up using a screenshot from the game and GIMP 2.

     
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Currently developing Legacy of a Warlord. A graphical tile rogue like game. This blog is about my foray into C++ programming.
 
 

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