Tagged Questions
2
votes
1answer
133 views
2D Software Lighting Issues in Java
I'm creating a 2D top-down tiled game in pure Java and by now I'm trying to implement a way to do lighting.
First, some details on how I render: there is a screen class which handles all the ...
10
votes
1answer
290 views
How do I create multiple 2D spotlights?
I'm looking to create a 2D "spotlight" effect that allows a spotlight on multiple entities. I.e., as if several sprites were holding torches. For a single entity (one spotlight), I use a technique ...
5
votes
1answer
269 views
Performance of pixel shaders vs. SpriteBatch: XNA
Precondition: I read this question/answer about using shaders, or spritebatch, to render and mark a sprite.
I need to do something like that. I also have a 2D lighting PoC which I need to write. The ...
2
votes
2answers
272 views
How to create realistic 2d lighting using colour temperature
I'm looking for a lighting algorithm that produces realistic lights expressed in kelvins, from about 2500k to 6500k. What I'm confused about is how to make the lights properly interact with the colors ...
3
votes
2answers
409 views
2D lighting theory: day-and-night cycle, spot lights at night
I am writing a rogue-like 'zombie' management game. The game map will be similar to Prison Architect. A top-down 50 X 50 grid.
I want to implemented a day night cycle and during the night I would ...
3
votes
2answers
894 views
OpenGL Lighting [duplicate]
I have a simple day and night cycle by at day disabling OpenGL lighting and at night enabling openGL Lighting. When I enable everything appears darker. My question is How would I make it that at a ...
0
votes
1answer
168 views
Drawing at negative coordinates in XNA?
I am trying to make a 2D isometric RPG and I kind of hit a wall when it comes to lighting.
I was thinking of using shaders, if I manage to understand them.The problem I am anticipating is the presence ...
1
vote
2answers
283 views
Techniques for lighting a texture (no shadows)
I'm trying to learn about dynamic shadows for 2D graphics. While I understand the basic ideas behind determining what areas should be lit and which should be in shadow, I don't know how I would ...
1
vote
0answers
212 views
Dynamic 2D soft shadows with concave polygons?
I've implemented dynamic 2D soft shadows from this article on gamedev.net. It uses an image for the penubmra and is fast, physically accurate and looks good in most situations, so I really like the ...
4
votes
2answers
2k views
Normal Mapping for 3D-Like Lighting in 2D Games
I recently saw this video about a game engine that uses normal mapping to generate lighting and shadows for amazing, 3d-like lighting effects. (Like the three barrels below on the right side, they ...
2
votes
1answer
598 views
Light mask map and camera for static lights in XNA Platformer
Using the example for some basic light maps found here : http://blog.josack.com/2011/07/xna-2d-dynamic-lighting.html, I've managed to create a lightmap texture using individual lightmaps and display ...
5
votes
1answer
946 views
Fast pixelshader 2D raytracing
I'd like to do a simple 2D shadow calculation algorithm by rendering my environment into a texture, and then use raytracing to determine what pixels of the texture are not visible to the point light ...
4
votes
2answers
1k views
Grid/cell based light system
I am working on a top-down, 2d cell-based RPG game. I would like to implement a cell based lighting system, something like this and this.
I basically have several light sources and light deteriorates ...
10
votes
3answers
1k views
Can I achieve a torchlight effect (lighter area around a light source) in a 2D game?
I am thinking of writing myself a simple 2D game. It will not shine with perfect graphics or gameplay at first, but I'd consider it my first step in PC game development. So, imagine such simple ...
1
vote
1answer
263 views
How do I make light objects in XNA?
Here's my dilemma : I want to have light sources placeable by the player, in terms of lanterns.
I know the best way to do this is to use pixel shaders, which I have done a lot of research and use ...
5
votes
2answers
304 views
How do walls affect lighting?
I have been trying to implement a simple form of lighting in my 2D game. In the screenshot, I don't think it looks very good, kind of just plastered over the top of the map. How would the wall effect ...
1
vote
1answer
423 views
How can I implement “cut outs” for lighting in OpenGL?
So, I'm working with OpenGL (I'm not exactly sure of the version), and I want to do an old-style lighting setup by essentially drawing a black rectangle over the screen, and drawing white circles over ...
4
votes
0answers
209 views
2D Lighing in XNA [duplicate]
Possible Duplicate:
How is 2D lighting implemented?
I'm attempting to create a 2D game in 3/4th perspective (like Pokemon and the older Zelda games). The time has come for an attempt to ...
4
votes
2answers
1k views
Blending 2d images to subtract alpha
I'm looking into doing a 2d lighting system with a result similar to this: http://forums.tigsource.com/index.php?topic=15619.0 This thread I believe disregards color, as well as doesn't really list a ...
2
votes
2answers
1k views
2D Real-Time shadows on level on a level made from a Dynamic Bitmap
The Bitmap has transparency, and only non-transparent pixels are solid and used for hit detection for the physics engine and gameplay.
I have seen some versions done with convex hulls, but for ...
41
votes
4answers
14k views
How is 2D lighting implemented?
I am wondering what the best way to approach a "lighting" effect in 2D games is. For instance, if my main character is glowing, what techniques can I use to complete the visual effect of the character ...

