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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2answers
140 views

What is the difference between PBR and SSR

I am very new to game development and I have been trying to understand the difference between Screen Space Reflection and Physically Based Rendering. I have read about PBR, and from what I ...
2
votes
2answers
364 views

Where should shaders and lights be in a component-based entity system?

Where should I put the shader and the light / shadow calculation? Should that be a component too? And should the rendering system know how to handle them or should there be a separate light system? ...
2
votes
1answer
991 views

Multiply mode in SpriteBatch

I have a "lighting" texture (black background with white or colours for lights) that I want to draw as a multiplcation operation. SpriteBatch.Begin can specify BlendState.Additive, but there's no ...
2
votes
1answer
481 views

Does the standard lighting equation ever allow objects to be brighter than their textures?

It occurred to me that the standard lighting setup you see in all the tutorials doesn't allow lights to actually make an object appear brighter than its texture. The light value is always clamped ...
2
votes
2answers
2k 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 ...
2
votes
2answers
112 views

Box2DLights in libGDX - Bad quality of the light gradient on Android

I am facing a problem while porting one of my libGDX project from desktop to Android : My game uses Box2DLights. While the light effect look very fancy on the desktop version of the game, it looks ...
2
votes
1answer
96 views

How can I make a ball glow and cast light?

I want to make my ball glow and cast light on other objects in the scene. The scene is generated at run time so I believe baking is out of the question. Emission materials work only when the object ...
2
votes
1answer
53 views

Efficient Per-Tile Lighting Technique

Quite a few of the 2D games that I have seen use per-tile lighting, where each tile has a set brightness (continuous scale of 0 to 1, for example). One way of calculating the brightness of any one ...
2
votes
1answer
53 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 ...
2
votes
3answers
575 views

2D Smooth Tile Lighting

I am currently working on a 2d platformer and have the general idea of how to apply 'lighting' to my level, but I am not sure at all how to make it smooth, similar to Terraria, as you can see here. ...
2
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1answer
1k views

OpenGL light appears to move with camera and changes with object rotation

I have a working open gl es 2.0 3d engine (my own) that I've used in several iOS apps. I recently noticed that on a mutli-symmetrical object the lighting didn't look the same at each rotation. For ...
2
votes
1answer
624 views

How to solve artifacts caused by vertex lighting in my voxel engine?

My current lighting system bakes the light amount based on ray-tracing from the light source to the 8 corners of the block (so per-vertex) and the distance to the light on the blocks. It works ...
2
votes
1answer
1k views

Radiosity lightmap generation

Is there any working C++ source code for a lightmap generation algorithm using Radiosity or any other GI system? I've found technical papers only, but I can't really find any implementation.
2
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1answer
252 views

Deferred rendering with both Clockwise and CounterClockwise culling

I have a deferred rendering system that works well with objects that appear solid and drawn using CounterClockwise culling. I have a problem with Clockwise culled objects that are supposed to ...
2
votes
1answer
55 views

Polygon edges visible when using per-fragment lighting (OpenGL)

I have created a mesh in Blender (just a sphere with a texture over it; it's supposed to look like mars) and I've exported it as OBJ. I've tried it both with exporting with normals in Blender's export ...
2
votes
2answers
83 views

How do I implement a flashlight in SDL2?

I'm a beginner trying to implement a flashlight in SDL2, but can't figure out a good way to do it. I've found a way to manipulate the background's color; changed it to dark and back to its normal ...
2
votes
2answers
280 views

How to fix flare in unity?

I have a simple sun flare that I would like to appear on my directional light (sun). However I cannot see the flare, I have tried setting the ignore layers to everything and checked and double checked ...
2
votes
1answer
83 views

How to remove voxel lights with Minecraft-style algorithm?

I am making a voxel game. I have researched lighting techniques, and the minecraft-style algorithm appears the most efficient. When blocks are placed, they are marked for update. The engine performs a ...
2
votes
1answer
546 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 ...
2
votes
1answer
369 views

How do I multiply two RGBA colours?

I have two RGBA integers. What procedure should I perform on them to return the multiplied colour? Do I need to split the RGBA integer into its component integers (R, G, B, A)? I'm using this for a ...
2
votes
2answers
48 views

Derive direction in which a spot light emites its light from a projection matrix

First of all, sorry if my question sounds too basic or even makes no sense. I'm new with game development I'm working with HPL1Engine, specifically, the lights parts. I need to know the direction in ...
2
votes
1answer
652 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 ...
2
votes
1answer
892 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 ...
2
votes
2answers
217 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 ...
2
votes
1answer
1k views

Speed up lighting in deferred shading

I implemented a simple deferred shading renderer. I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8). I use sphere map algorithm to store normals in world space. ...
2
votes
1answer
812 views

2D Point Light XNA , Why my point light radius is Oval?

I friend of mine , taught me how to make a simple 2d point light with shader, so i follow his steps and finally done it ! but something happend , the light shape is like an oval and not like a ...
2
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2answers
6k views

XNA a Simple 2D Point Light

I want to make a 2D Point Light in XNA, I was able to find some helpful information but it is too advance for me, since i know nothing about Shaders ...
2
votes
3answers
220 views

Does radiosity work with skylight?

Does radiosity work with skylight (directional light)? From reading online it sounds like it was intended to work with point lights but I would really like to make it work with skylight if possible. ...
2
votes
1answer
65 views

Calculate angles between two other angles

I am trying to implement a FOV for my light casting algorithm. In the diagram below each white line represents a ray cast from a std::vector<float> of normalized radians. How can I only include ...
2
votes
1answer
60 views

Check if .dds texture is gamma-corrected

How can I check if .dds texture is gamma-corrected? It seems to be gamma-corrected since after manual gamma correction in fragment shader image is too bright. But I wanted to be sure.
2
votes
1answer
356 views

How to create 2D shadows and lighting?

How do I create shadows and lights in a 2D top down perspective game? I want to achieve an effect similar to this game (also made in unity) where some objects like a torch, different sprites, and the ...
2
votes
2answers
134 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. ...
2
votes
1answer
177 views

Rendering lighting only on specific objects

I have done something similar to this in monogame: My question is, what would I have to do to draw that lighting effect only on the pillar and not the background ? Is there something like ...
2
votes
1answer
440 views

How do I procedurally create a directional light cone with an HTML canvas?

To create a directional light effect, I want to draw this kind of transparency mask on an HTML canvas (using context2d): I also want to be able to generate such a mask dynamically. I've tried using ...
2
votes
1answer
127 views

How can I tint a Texture2D with a gradient?

I am working on a lighting system for my game. Instead of lighting each tile completely with only one color, I want to create a gradient on that tile so to make the lighting look more dynamic and ...
2
votes
1answer
585 views

Specular map: What about the specular reflection's highlight' size?

I think I know what a specular map is and what it's used for (here is an example). http://www.rastertek.com/dx10tut21.html One of the models of specularity that are highly popular is Phong. In Phong ...
2
votes
1answer
891 views

LibGDX - Box2D: Realistic Light and Layers

I'm having some problems with my current game. Short description: It's a 2D game where you have to avoid the lights or you lose HP. My problem is the following one: Here is the rendering process: ...
2
votes
1answer
815 views

Surface shader with VertexLit causes black object

I wrote the simplest possible surface shader: Shader "SimpleSurf" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags {"RenderType"="Opaque" } ...
2
votes
2answers
1k views

How can I support many point light sources in a dynamically-generated level in Unity?

I'm currently working with a dungeon game which is similar to Dungeon Keeper by Mythic Entertainment. I'm using Unity and developing this game for Ipad 2 and above. Player can modify his dungeon, and ...
2
votes
1answer
170 views

Fragments never falling into spot light's cone

I am using GLSL version 1.20 with OpenGL 2.1 . I am trying to compute when a fragment falls into the area of a spot light. I have already set all the light values with glLightfv and glLightf, also ...
2
votes
1answer
306 views

Animated light effects in games

I have been wondering now for quite some time, how certain animated texture effects are done, specifically involving light effects. Some good examples of what I mean are the green bridges in ...
2
votes
1answer
334 views

Steps to take before trying to implement screen space ambient occlusion

I very recently started learning modern OpenGL. I have implemented a wavefront file loader and a basic ADS shading model. At some point I'd like to implement screen space ambient occlusion. I tried ...
2
votes
1answer
1k 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 ...
2
votes
1answer
2k views

How do I get light to go through a window texture in Unity?

I'm having trouble with the lighting (I have windows and the light wont go through). How do I get the light to proceed through the glass?
2
votes
0answers
64 views

Would this 2D Lighting and Shadows implementation work? [closed]

I'm writing a top-down 2D tile-based game and I'm trying to decide on how to implement lighting and shadows. The game will have a large number of light sources, some static and some moving around the ...
2
votes
0answers
39 views

Problem with baked lights

I'm working on a 3D gallery experience and I'm having some difficulties regarding directional and point baked lights. When I build it for web with webgl, only global lights are rendered, but when my ...
2
votes
2answers
609 views

How to achieve lighting like this in Unity for 2D games?

How could I accomplish a lighting effect something similar to this game?: I'm not talking about the shadows but about the glowing/lighting effect on the crystals and the torches. Anyone got any ...
2
votes
1answer
799 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 ( ...
2
votes
1answer
243 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 ...
2
votes
1answer
295 views

Box2D Lights - Simulate water

I have a libGDX project, in which I have a Box2D world, which is currently filled with some boxes as a terrain. I also added a DirectionalLight to the scene for simulating the Sun. I almost have the ...