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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7
votes
2answers
269 views

Reducing Spherical Harmonic Ringing

I've generated some 2nd order SH light-probes from cube-maps in my scene and I was surprised how strong artifacts are around the back of the dominant lights. I switched to a Lambert source plus ...
0
votes
2answers
1k views

Simple 2d tile based lighting in xna

I am currently trying to implement simple lighting into my game. My world is represented in a 2d array of numbers, each number being a certain tile. I am changing the color parameter in the ...
2
votes
2answers
2k views

Shadow mapping with directional light?

I'm doing shadow mapping in my OpenGL 4.3 deferred renderer, and I'm starting with directional lights believing it to be the easiest. What I do not understand is how the view projection matrix is to ...
7
votes
3answers
822 views

How can I create a shader that will reproduce this lighting effect on terrain?

Notice the way in which the major light source in each image reflects off the ground, as a function of the distance between the light source and the viewer (?). Is this a (bumped) specular map? ...
1
vote
1answer
294 views

Lighting Covering Up Sky ( XNA / C# )

I have a 2D tile-based lighting system which is drawn onto a Render Target. I am also drawing a background which involves mountains, sun/moon, and clouds. There is also the unlit game; blocks, ...
1
vote
1answer
122 views

What causes still objects have lines in them when lighting is being changed? [duplicate]

First, here is what I'm talking about (I changed the contrast to make it more visable, since it's not really visible in still images): Ingore the chat box, I was spamming buttons to see which one ...
1
vote
1answer
196 views

Center directional light shadow to the cameras eye

I'm currently drawing my directional light shadow using this view and projection: XMFLOAT3 dir((float)pitch, (float)yaw, (float)roll); XMFLOAT3 center(0.0f, 0.0f, 0.0f); XMVECTOR lightDir = ...
1
vote
1answer
622 views

Spot and area lights inconsistent

Im having problems with area light and spotlight. When adjusting parameters the change is not consistent and sometimes the light grows tstronger and then dissapears and then reappears very strong, ...
4
votes
1answer
1k views

Faking 2d light using shader (Unity, Shaderlab)

Since the concept was difficult to explain in words for someone who's not quite familiar with shader, I described it in pictures. I'm currently using Unity and it seems Shaderlab is the best choice ...
0
votes
1answer
95 views

Blending and shadowmapping?

I am trying to implement shadow mapping, and currently I have 2 point lights and 1 global ambient light source and my rendering loop looks roughly like this (the details are not relevant): void ...
1
vote
1answer
416 views

Spot Light color fade in Unity 3d

I have a scene where many spot lights are focused on the screen. All have red color and same intensity. What I want is that the red Color(0,0,0,1) value should increase and decrease in a fading effect ...
1
vote
1answer
477 views

Flashing candle light

What is a simple way to simulate flashing candle / torch / fire light? I'm not asking about animating the flames, I'm only interested in the light surrounding the fire, similar to what this device ...
3
votes
1answer
300 views

Are ambient, diffuse and specular light or material properties?

Are ambient, diffuse and specular properties of light or material? I am doing ray casting in OpenGL, I've managed to create lit sphere using formula I = L Ka + L Kd (n . l) + L Ks (r . v)^n but I ...
1
vote
0answers
63 views

Implementing Light Volume Front Faces

I recently read an article about light indexed deferred rendering from here: http://code.google.com/p/lightindexed-deferredrender/ It explains its ideas in a clear way, but there was one point that ...
0
votes
1answer
459 views

fragment shader directional light positioning with camera

Im trying to set up directional lighting in the fragment shader. So the direction of my light moves with the camera position. #version 150 core uniform sampler2D diffuseTex; ...
6
votes
2answers
715 views

Spherical harmonics lighting - what does it accomplish?

From my understanding, spherical harmonics are sometimes used to approximate certain aspects of lighting (depending on the application). For example, it seems like you can approximate the diffuse ...
1
vote
1answer
389 views

HLSL What you get when you subtract world position from InvertViewProjection.Translation?

In one of NVIDIA's Vertex shaders (the metal one) I found the following code: // transform object normals, tangents, & binormals to world-space: float4x4 WorldITXf : WorldInverseTranspose < ...
2
votes
1answer
423 views

Incorrect lighting results with deferred rendering

I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am ...
5
votes
1answer
362 views

What light attenuation function does UDK use?

I'm a big fan of the light attenuation in UDK. Traditionally I've always used the constant-linear-quadratic falloff function to control how "soft" the falloff is, which gives three values to play ...
1
vote
1answer
628 views

Grid-Based 2D Lighting Problems

I am aware this question has been asked before, but unfortunately I am new to the language, so the complicated explanations I've found do not help me in the least. I need a lighting engine for my ...
9
votes
1answer
352 views

Fast lighting with multiple lights

How can I implement fast lighting with multiple lights? I don't want to restrain the player, he can place an unlimited number and possibly overlapping (point) lights into the level. The problem is ...
0
votes
1answer
2k views

Directional light causes an FPS drop

I have only one object in the scene and it is lit with a directional light. It uses the mobile/diffuse shader. The issue is that on iPhone 4 the FPS drops from ~42FPS to ~11FPS when the directional ...
3
votes
1answer
598 views

Compute Shader Memory Sharing

Ok guys I have had some pretty good success on this site but I feel that this is a pretty complex question. I am trying to do tile based deferred lighting using DirectX 11 and the compute shader. ...
1
vote
0answers
198 views

What's the best engine for a procedural game that doesn't compromise on graphics? [closed]

We have a very interesting idea for a new game mechanic that would allow us to make our game procedural and entertaining. To bring this game to life, we need the ability to generate the game world on ...
1
vote
1answer
927 views

Use light cone/range as a Trigger

I was wondering, in Unity 3D, how I could do something with the Spot Light (Range/cone) as a trigger? Since it would be very interesting to be able to manipulate whats actually in sight of Light ...
1
vote
0answers
294 views

Unity Pro - Shadow rendering issue

I am using Unity Pro 4.2.1f4 and I always have this sort of glitch. This is due to the shadows and the bias. Even with a low bias this is happening. I've found a thread that talks about that ...
5
votes
1answer
1k views

Lightmapped prefabs for procedural content

I'm doing a game with procedural content from handmade prefabs, but I ran into a problem as Unity bakes the scene instead of objects when lightmapping with Beast. So when the prefabs are instanced ...
2
votes
1answer
751 views

Shadow mapping with deffered shading for directional lights - shadow map projection problem

I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve ...
6
votes
2answers
382 views

Implementing realistic sun reflection on a sea

I'm drawing a 3d rendered island which has a day / night cycle and a sun that rises and sets over water. The sea is rendered with a fragment shader derived from this Blinn-Phong tutorial. ...
0
votes
1answer
60 views

Change emission level of a set of vertices within a mesh

ok so here is the problem I need to solve. I have a known set of vertices that I need to "animate" the emission level of. Currently I have a vertex definition setup and RGB color data for each ...
1
vote
1answer
92 views

Programmatically set brightness of a PointLight

I'm a beginner, so there is definitely something I'm missing here. I'm trying to set brightness of my PointLight object from the in-game command line. Here is what I tried, but it doesn't work: ...
0
votes
1answer
855 views

Creating a light that follows the player

How do I create a point light that follows the player character when they walk around? The light should shine on the player and not on a fixed point.
5
votes
5answers
1k views

Why don't we use the whole color depth for normal maps?

All normal maps I've seen are pinkish or bluish. So it seems like only a short color range is used. Why do game developers give away so much precision? Update: The short answer is, that technically, ...
2
votes
0answers
359 views

Monogame working with Krypton

I am trying to make a simple 2D game engine using Monogame and the Krypton 2.0 lighting engine. So far I have succeeded in rendering a light but I am unable to generate any shadows from any hull's. ...
1
vote
1answer
150 views

XNA Strange Lighting, Shader

Hey guys, i have strange lighting problem. I've written my own "deferred lighting" shader and this happend: Pic: Normal-Map Pic: Light-Map As long as i only use one big mesh everything seems ...
1
vote
1answer
71 views

Spot lights - making narrow/broad spot lights give more/less intense light

When I use "normal" spot lights as presented in tutorials such as this (with the exception that I use inverse square fall-off and then gamma correction), the spot light doesn't behave like a real ...
7
votes
2answers
288 views

Diffuse Reflection confusion

From what I've read, with a simple directional light, the color of a point, if you only take diffuse reflection into account (intensity = 1), should be color = color_of_point * color_of_light * ...
8
votes
2answers
2k views

What is physically correct lighting all about?

I can't find anything comprehensive using Google. I'm wondering what the core concepts of physically correct lighting are, and where I could read up on it. What's physically correct lighting all ...
2
votes
2answers
198 views

.md5mesh normals are not smooth

I'm currently working on a project that requires me to load .md5mesh format and draw it. Following this link I've managed to load the mesh into the engine successfully, but a problem arises when ...
3
votes
1answer
392 views

Directional light shader not behaving as expected

I coded my first glsl shader which manage diffuse and specular effects of a directional light. This is the fragment shader. #version 120 //matrix uniform mat4 model_matrix; //directional light ...
3
votes
1answer
629 views

Adding lighting pygame

I have created a day and nigh cycle in a game of mine by drawing a rectangle over the screen and having it's alpha change constantly. However, I obviously want to add some lighting to the game. Is ...
0
votes
1answer
146 views

Angle to Vector3?

I am working on getting my directional lights to match the sun in my atmospheric scattering shader. I have a float that ranges from 0 to 6.28 (TwoPi). How would I calculate a vector3 from this angle? ...
0
votes
1answer
175 views

Per-fragment lighting system behaves like ambient lighting system

This is the relevant section of my fragment shader varying vec3 normal; varying vec3 halfv; ... vec4 color = ambient * gl_LightSource[0].ambient; vec3 n = normalize(normal); float ...
2
votes
1answer
798 views

How to do directional per fragment lighting in world space?

I am attempting to create a GLSL shader for simple, per-fragment directional light. So far, after following many tutorials, I have continually ran into the issue: my light is specified in world ...
0
votes
1answer
650 views

Grid Based Lighting in XNA/Monogame

I know that questions like this have been asked many times, but I have not found one exactly like this yes. I have implemented a top-down grid based world in Monogame, and am starting on the lighting ...
1
vote
1answer
174 views

OpenGL light not shining quad

I've constructed a scene using OpenGL/GLUT with a spot light but I'm getting troubles with light shining some of the walls what is going on and how to solve?
7
votes
3answers
5k views

How do I implement occluded lighting in a block-based 2D game?

I want to have 2D lighting that can be blocked by in-game objects. My game has a top-down view and all game objects are described by rectangles. Let's say I have a 10x10 world and I place a light at ...
2
votes
1answer
284 views

GLSL Multiple Uniform Structs

I'm developing a lighting system for my voxel game, and I have to send multiple (alot, say up to 200) lights to my shader program. Those lights contain the following data: Position (vec3) Color ...
8
votes
1answer
4k views

GLSL Light (Attenuation, Color and intensity) formula

I'm implementing point lights in my Voxel engine, and I'm really struggling to get a good flow of light, from 100% near the light source to 0% at the light radius. I have 5 arguments for the ...
0
votes
1answer
293 views

Ogre: Light not reflecting correctly

In my Ogre 3d scene I have an empty box, and within that there are three small cubes. The camera is also within the box, facing the three small cubes. The user can move and rotate the camera with the ...