Tagged Questions
2
votes
1answer
164 views
Unity3D custom camera matrix breaking shadows/lights in deferred rendering
EDIT 1:
So it seems this is a common issue with Unity, and it comes from a bug in which custom camera matrices break deferred lighting and shadows. This topic right here talks about it a bit, but the ...
-2
votes
1answer
103 views
Game Engine for quick Horror Survival prototype [closed]
for a University project we need to develop a prototype for a Survival Horror game using an engine of our own choice. We are currently preparing the project and wondering which engine to use. Maybe ...
1
vote
1answer
157 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 ...
6
votes
2answers
300 views
A big light with shadows
To have better texture2D quality in my 2D game, I had to recreate every textures with 300% of their original size.
But the lights have to bright 3 times more.
For lights, I'm using this : Catalin's ...
3
votes
1answer
184 views
forward rendering and multiple shadow maps
I have two light sources on my scene. I created two fbo's which store depth textures for these lights. A render loop looks like this:
bind fbo1
save depth values for first light
unbind fbo1
bind ...
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 ...
1
vote
1answer
231 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 ...
6
votes
2answers
582 views
How are dynamic blending shadows like this created?
I would like to know, how dynamic shadows, that 'blend' onto other objects, are created.
4
votes
2answers
2k views
2D XNA Tile Based Lighting. Ideas and Methods
I am currently working on developing a 2D tile based game, similar to the game 'Terraria'. We have the base tile and chunk engine working and are now looking to implement lighting. Instead of the tile ...
3
votes
3answers
707 views
How can I change this isometric engine to make it so that you could distinguish between blocks that are on different planes?
I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between ...
10
votes
1answer
830 views
How does Trine's lighting look so spectacular?
Is there some kind of "special" lighting in this scene? I notice that the sun seems to "pop".
6
votes
1answer
636 views
How many shadow casting lights are in modern games?
I'd like to know how many shadow casting lights are supported in modern games, such as Uncharted 2, Crysis 2, Modern Warfare 2, Halo: Reach, etc. Do they all limit themselves to just a couple of ...
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 ...