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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3
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1answer
333 views

In a large space simulation, why is my sun light not reaching the planets?

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 ...
3
votes
1answer
683 views

Unusual Lighting Effects - Random Polygons Coloured

I am working on creating an object loader for use with iOS, I have managed to load the vertices, normals and face data from and OBJ file, and then place this data into arrays for reconstructing the ...
3
votes
2answers
817 views

Unity 2D Alpha cutout layer for Sprites

I'm trying to make a simple Fog of War effect for my 2d game, similar to these: . I want to have a sprite layer of black and then have a sprite to cut out itself from the black layer, leaving a ...
2
votes
2answers
698 views

How does Minecraft compute lighting for it's non-block objects?

I was wondering how the creator of Minecraft went about lighting the objects (player and pickaxe) based on the lighting level around the player. I have implemented the ability to light the blocks ...
2
votes
2answers
403 views

Can global Illumination via path tracing replace all other current lighting techniques?

In the sense that you currently have algorithms like HDR, shadows, reflections, caustics, motion blur and so on, does complete path tracing take care of all these effects, or would you still have to ...
2
votes
2answers
776 views

Lighting problems with Terrain

I'm in the process of learning Open GL and am having issues with lighting on my Terrian, I don't know if the issue is related to how I calculate my normals or the shader itself (I am using the shader ...
2
votes
2answers
1k 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 ...
2
votes
1answer
359 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 (...
2
votes
1answer
233 views

Isn't it redundant to implement both lights and shadows?

Most games come up with their lighting implementation and their shadow implementation. Due to deferred shading, we are able to simulate lights independent from the scene geometry. But realistic ...
2
votes
2answers
951 views

Light levels - How to determine if a character should be spotted

Our team is trying to develop a stealth system with the UDK. Part of this will involve lighting. The idea being that if you're hiding in a dark corner of the room, the armed goons will not start ...
2
votes
2answers
291 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 understand,...
2
votes
1answer
120 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 ...
2
votes
2answers
339 views

How can I build Minecraft-style light propagation without recursive functions?

This question is more about expanding on an answer posted for an old but similar question. Part of the answer says this: You simply fill the sunlight from the top to the bottom, every layer is ...
2
votes
2answers
385 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
1k 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
484 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
150 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
203 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
67 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
57 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
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
648 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

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
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
votes
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
56 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
92 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
410 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
91 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
815 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
457 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
50 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
665 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
952 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
219 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
817 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
votes
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 http://www.soolstyle.com/2010/02/15/2d-deferred-...
2
votes
3answers
222 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
76 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
72 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
564 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
271 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 (http://...
2
votes
2answers
164 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. I'...
2
votes
1answer
193 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
505 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
142 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
670 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
992 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
860 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" } ...