The simulation of light and illumination in games, including its interaction with the environment. A core element of games that can bring out vivacity into otherwise static worlds.

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0answers
12 views

My Directional light lights the floor of my cave but not the ceiling (concave mesh)

I am developing a small demo with Meshes created from a vertex map. When i put a hole in the mesh (making it concave) the physics work fine but the directional lightning only lights one part of the ...
1
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1answer
89 views

JS Canvas - Creating 2D Game lighting effect like Terraria

I just started working with canvas in HTML5 and with javascript. I'm pretty satisfied with my game so far: http://xenopal.dk/game-v1.1/. But I'd like to implement lighting as well in the style of ...
8
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0answers
124 views

How can I implement lights & shadows in a multi-layer 2d tilemap?

I am in the process of writing an isometric game from scratch, and I'd like to know how/if I can add lights and shadows. The code I have so far can be found here, but it should be enough to know that ...
0
votes
1answer
35 views

Calculating the illumination level of an object

In my (UE4) scene I have an object and several (point) light sources. The object can move around, getting closer and away from all those light sources. Now I need to calculate for each light source ...
2
votes
1answer
150 views

Creating Fog Of View in 2D game with lighting method

I'm creating 2D side scrolling game with Unity, and i want to add feature where the player come into a cave, then all going dark, the player turn on the flash light, so the player can see around ( ...
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1answer
34 views

Ray tracing - texture and phong lighting

Other questione releated to my ray tracer implementation for iPad. If I have a polygon that has a texture and a material, how do I calculate the color using Phong lighting model? Is the texture used ...
1
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1answer
31 views

How to correctly pass multiple light structures to shader stage?

I'm having some problems when passing multiple light structures to a shader stage. I'm using an array of point lights that is updated each frame. This is my code for creating the buffer ...
0
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0answers
31 views

Unity - Meta pass and Precomputed Realtime GI

I am writing a shader in Unity and I would like to use some special values for the precomputed realtime GI. I am using a vertex fragment shader as it seems that it offers much more controls than a ...
0
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0answers
7 views

UDK building light takes a long time

I have been creating a level in UDK and usually bulding lighting takes 10 minutes to build but today i haven't changed anything in the level, now it takes 20+ minutes, why is this happening?
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0answers
12 views

Is there a way to control the ordering and grouping of ShaderLab Blend command?

I'm writing a shader in Unity that responds to 3 lights: 1 directional and 2 point lights. The point lights are processed in the ForwardAdd pass (once per light). I need the ForwardAdd pass to blend ...
3
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1answer
62 views

Skydome and Ambient Intensity (Unity)

I've made a custom skydome in my game. For all my lights I have set them to not affect the skydome. The only thing affecting the skydome is the ambient light. For my game I have ambient intensity at ...
2
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3answers
220 views

2D - Smooth lighting with shadows for a tile-based game

for the last week or so I have been completely stuck on trying to implement efficient lighting. I've been researching and experimenting and I've looked everywhere that I have been capable of finding, ...
9
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2answers
662 views

How can I model a star?

I'm trying to model a star in Unity, and it, sort of works, but it's not ideal. Currently, I'm using a large sphere with a self-illuminating material containing a star texture applied to it's surface, ...
1
vote
1answer
37 views

How do I query a LibGDX Box2DLights “light” and “dark” regions?

I have lighting implemented using Box2dLight. I want to update/render things inside the player's PointLight area. Stuff in the dark area should not be rendered. How can I find which areas are lit or ...
0
votes
1answer
29 views

Phong lighting model - R vector

In Phong lighting model a vector R is used to calculate the spectral component of light. The equation used to obtain it is R = 2(N•L)N - L I can't understand why we use this equation. Could someone ...
1
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0answers
40 views

Simulating sun 3d direction

At the moment I got the following to simulate the suns direction: void Sun::Update() { if (!mIsMoving) return; const auto now = Clock::now(); const auto timeDiff = now - ...
1
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0answers
70 views

Create the sun light in a large space simulation

I want to create a space simulation, but I'm facing some difficulties when I try to create a realistic sun. Currently, I've a simple Point Light inside a sphere. But for some reasons, no matter the ...
1
vote
1answer
45 views

Why is everything lit by default?

I am following the unity tutorial here and when i drag my environment into the Hierarchy everything i already lit up on my Game view, i noticed this was also the case in the Space Shooter tutorial ...
5
votes
1answer
138 views

What is a lobe, in reference to lighting and graphics

I sometimes see references to lobes when talking about lighting, especially with specular lighting, but also with spherical harmonics which doesn't do specular. Can anyone explain what exactly a lobe ...
0
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0answers
64 views

How to calculate spherical harmonic coefficients for indirect diffuse?

After reading the article "An Efficient Representation for Irradiance Environment Maps", I'm a bit confused as how to calculate the spherical harmonic coefficients. I'd like to generate these ...
1
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0answers
49 views

Blinn-Phong lighting on Voxel models

I'm creating a game that is going to use voxel models. However I got stuck when I coded my shader using Blinn-Phong algoritm. Here is how it look (Only care about the red model): As you can see ...
0
votes
2answers
45 views

Inverting the Z coordinate of the light vector

I noticed that in some vertex shaders they invert the Z coordinate of the light vector, i.e. // Compute denormalized light vector in world space float3 vLightWS = g_LightPosition.xyz - ...
0
votes
0answers
28 views

How to calculate per vertex normals? (OpenGL) [duplicate]

I am really confused and quite much thinking about how to do that? Cross product and then, normalizing is not working for me. Or perhaps, I take them all wrong. Well, please explain me that while ...
1
vote
1answer
88 views

Deferred rendering: camera inside point light's sphere of effect

I'm trying out deferred rendering and I'm using the tutorials at http://ogldev.atspace.co.uk. I've got the basics working and I'm currently trying to implement the final step from tutorial 37 ...
0
votes
0answers
42 views

LWJGL OpenGL Spotlight half-showing

Problem: Only half of the light is showing. Lighting Inilization code: glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); ...
0
votes
1answer
38 views

LWJGL Lighting advice / fix

Problem: The spotlight I've set up with OpenGL won't light up anything behind it, no matter what values I set for GL_SPOT_DIRECTION float[] LightDir = new float[]{0,0,-1,0}; float[] ...
1
vote
2answers
44 views

WebGL Multiple Lights, Blending, and Render Order

I am trying to do simple forward rendering for multiple lights using additive blending in WebGL. Following advice from this SO and this one, I simply turn on blending using glBlendFunc(GL_ONE, GL_ONE) ...
0
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1answer
34 views

Unreal Engine 4 Point Light Limiters..?

I've noticed through the first two tutorials I've done that Point Lights begin entering the viewport with red x's on them. When I build those don't turn on. It seems to be implying some limit to the ...
0
votes
1answer
76 views

Lighting changes when loading scene

I have a script that changes the levels using Application.LoadLevel (sceneNameToChangeTo); Once a level is loaded using that code when testing with the editor, the lighting changes dramatically. ...
0
votes
0answers
70 views

Unity 2D: Lighting ground tiles in a sidescroller?

I'm trying to find a good way to tint the ground tiles in my 2D game at sunrise, sunset, etc. I thought it'd be a good idea to use a diffuse material + lighting in order to create effects by ...
0
votes
0answers
28 views

Phong shading blows out things close to white [OpenGL]; is there a way around this?

I'm doing per-pixel lighting using the Phong shading model. In pseudo code this looks like: vec4 ambientColor = light.ambientIntensity * material.diffuse; vec4 diffuseColor = light.diffuseIntensity ...
0
votes
0answers
44 views

Creating Lighting effect in openGL [duplicate]

I am trying to make my wall have the same color and shade as the walls shown in the picture (Please ignore the frame and the bulbs). I can create a a cube and view it from inside but how can we give ...
46
votes
1answer
3k views

Making a night scene without being dark on the monitor

What would be a good way to make a 3D scene look "like" a dark night, without being so dark on the monitor that it's hard to see stuff (especially when playing in a brightly lit room). I've been ...
0
votes
0answers
62 views

OpenGL Diffuse Lighting Issue

I seem to have a problem in my OpenGL scene where if I (the camera) am looking at an plane it's brightness changes depending on what angle I am to the plane. It seems as though the camera is a source ...
1
vote
1answer
63 views

Question regarding irradiance

I know that the formula for irradiance at surface point p with normal n given a point light source at position l is: H = I(cos x) / ||l - p||^2 Where: x = angle between n and l-p I() = Intensity ...
2
votes
1answer
139 views

Proper normal vector transformations in normal mapping

Hello! This question is about transforming normal vectors from normal maps properly. I have tried methods from over five sources, still can't get it to work, and I'm really desperate. Included are ...
3
votes
1answer
804 views

What causes this graphics quality difference between WebGL Build and Unity 5 Editor?

The Editor version and WebGL version of my Minesweeper clone have some graphics quality differences. I chose 'Fast' option when building this deployment. Is this the difference between 'Fast' and ...
0
votes
1answer
96 views

Incorrect Normal Matrix

In my game engine I'm passing a normal matrix to my shaders like so: Matrix3f normalMatrix = modelMatrix.invert().transpose(); However this is causing lighting to rotate with my object, producing a ...
1
vote
1answer
176 views

How to cast colored shadows

I have a glassy object and when light passes through it I want it to cast colored light behind it, instead of the shadow. I could just use another light object to cast that colored light, but is it ...
1
vote
1answer
372 views

Unity 2D: Sprites/Diffuse is making my character weird, like an antialias

i'm trying to put light and shadows on my 2D character but when i set the material on it to Sprites/Diffuse, it's kinda putting a strange smooth on my pixels. Without diffuse: With diffuse: And ...
0
votes
0answers
31 views

Connect lightsource with object in Libgdx

I want to make an minimalistic highway chase game in LibGDX, but I have a question. Can I attach a source light to an object so gravity will affect the source light, by pulling it down? One solution ...
1
vote
0answers
80 views

Sprite outline based on light position in UE4

I have simple sprite (for example black box) and I like to add to it outline (red line on example image) but based on light direction. I know UE4 use deffered renderer, so I cant access to lights, but ...
2
votes
2answers
65 views

Rectangular area light illuminance - colour banding

I'm currently working on an implementation of rectangular area lights but I am having some issues with the illuminance calculation, which gives me serious colour banding across the entire lit area. ...
0
votes
0answers
444 views

Unity 5 Enlighten - How do I make objects look bright?

I've recently started using Unity 5 and have been reading up on their global illumination and physically-based shaders using Enlighten here. Unfortunately, I would seem that the demo project which ...
1
vote
1answer
284 views

Custom shadowmapping in Unity not working properly

To experiment with a certain technique, I'm implementing my own shadow mapping in Unity. I'm using a camera for the light "view", which is rendered to a RenderTexture after being post-processed with ...
0
votes
1answer
123 views

Imported Blender modular mesh lighting/shadows issue - Unity

Hi I've very recently started using Unity and am creating a game level. I've created my environment in blender and am currently using a modular design as I'd like to include destructible environments. ...
1
vote
2answers
314 views

Are shaders the only way to implement 2d lighting?

I'm working on a 2d top down game with libgdx and I think i got the basics. No want I want to implement lighting, I don't know anything about lighting. I want just to have some light sources and ...
1
vote
1answer
175 views

Dot based light mask with shader on sprites

So I have a scene, completely based on 2D sprites. I want to render "light sources" into a seperate frame buffer (so mostly dots around, for example, the centre of a flame) and then render that frame ...
3
votes
1answer
209 views

What are the advantages of tangent space shading/lighting, and what about attenuation?

In several topics here it was suggested by people that doing lighting in tangent space is better than doing it in world space. Right now I am doing it in camera space, but it's really similar to world ...
-1
votes
2answers
64 views

What are 'ambient' lighting/illumination/occlusion? [duplicate]

What's the difference between ambient lighting,ambient illumination and ambient occlusion ? What are they? What's the difference between them?