Lighting engine?

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  • Hello fellows,

    After using the search button, I didn't find any topic dealing about this (or is it?)

    I'm really looking forward to this as a very important feature.

    I'm an artist, not a programmer, so I can't give you technical details, but I'd like to know if this kind of lighting engine is already implemented OR planned?

    Examples:

    Project Zomboid:

    youtu.be/HhWphSiCl4E

    Terraria:

    youtube.com/watch

    <img src="http://i1-games.softpedia-static.com/screenshots/Project-Zomboid-Project-Zomboid-Lighting-Engine-Demo-Trailer_3.jpg" border="0" />

    <img src="http://media.tumblr.com/tumblr_lzgddbShJP1qb1ded.png" border="0" />

    <img src="http://massvio.com/wp-content/uploads/2011/11/terraria1.1prev.jpg" border="0" />

    <img src="http://www.148apps.com/wp-content/uploads/2011/10/junk-jack-ios-total-darkness-lighting-engine-dynamic.png" border="0" />

    I'm interested in any technical detail you can give me.

    I bought Construct 2 very recently, I'm in the early learning process, but that's something I'd like to use in my future projects.

    Thanks.

    Stam.

  • I personaly doubt that something like this ist included in c2 or ever will be. Real lightning simulation is quite complex and uses very much cpu time. Normaly this is done with a ray-tracing engine.

    Are you sure, that these examples use a "realtime" lightning engine?

  • Considering Zomboid is java, and Terraria/King Arhtur's gold/Any other similar game using this kind of engine, I've been thinking it would be available in construct anytime soon.

    (As I said, I'm not into technical aspect at all, that's why I chose Construct.)

  • You should check out the Canvas plug as a mask.

  • Thank you but, I don't understand anything in your link.

    I guess it is directed to programmers? it's kind of an hermetic language to me.

    If devs are visiting this thread: please consider implementing a lighting engine :)

  • I don't see what the difference is between this and the lighting example provided by scirra.

  • I know how important lighting is to an artist. But the isometric game would be better built within a 3D game engine. It would be hard to make that kind of game within a 2D game.

    As for the other example yeah it's a cool feature you can actually fake it quite easily. Just go into photoshop and make the screen you want and when you are in C2 just attach it to the player. It isn't perfect but I have seen some games that do this.

  • I don't see what the difference is between this and the lighting example provided by scirra.

    If you're refering to the screen mode layer - fake lighting example, you should watch this video and get to the conclusion that it's nowhere near from this.

    youtu.be/HhWphSiCl4E

    It's like the lighting is calculated within "rooms", and not as an overlay effect.

    It may be a raytrace engine as someone suggested above, that's why I'm asking your opinion (and devs opinion).

    Thank you.

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  • I know how important lighting is to an artist. But the isometric game would be better built within a 3D game engine. It would be hard to make that kind of game within a 2D game.

    As for the other example yeah it's a cool feature you can actually fake it quite easily. Just go into photoshop and make the screen you want and when you are in C2 just attach it to the player. It isn't perfect but I have seen some games that do this.

    Nope, that implies it is deadlocked. It's supposed to be a real time effect.

  • Sorry the overlay, or mask method is it until some shader type effects are implemented using webgl.

  • In some of that games i believe it's a custom made lightning. But it has nothing to do with ray tracing. In other cases it's per pixel lightning done with pixel shaders most likely. This and much more will be possible when C2 get's the full power of webgl, that is, shaders. Terraria for example in earlier versions used a custom made grid lightning system. I saw somewhere that it now uses pixel shaders. It's more efficient on most hardware, and easier to code. I believe most of this examples can be done in Construct Classic too.

  • Thanks a lot for your answers.

    Kiyoshi> What do you mean by "custom made lighting"?

    I was pretty sure it's not "cheated" since the lighting is reacting in real time.

    Are those Webgl shaders planned by the devs? Or is it an assumption?

  • This topic has grid based fov lighting:

    http://www.scirra.com/forum/grid-based-lighting-field-of-view_topic44662_page1.html?KW=fov

    It appears to be close to the effect you're looking for.

  • See the Lighting.capx file in the examples directory. You should be able to make more advanced lighting techniques by working from that basic example, it's a very simple demo.

  • See the Lighting.capx file in the examples directory. You should be able to make more advanced lighting techniques by working from that basic example, it's a very simple demo.

    > I don't see what the difference is between this and the lighting example provided by scirra.

    If you're refering to the screen mode layer - fake lighting example, you should watch this video and get to the conclusion that it's nowhere near from this.

    http://youtu.be/HhWphSiCl4E

    It's like the lighting is calculated within "rooms", and not as an overlay effect.

    It may be a raytrace engine as someone suggested above, that's why I'm asking your opinion (and devs opinion).

    Thank you.

    I appreciate the fact that you're taking the time to answer to my question, but as I said earlier in this post, that's not the kind of solution I'm expecting.

    Are you planning in the future to integrate WebGL's shaders? (obviously I don't know what I'm talking about)

    This topic has grid based fov lighting:

    http://www.scirra.com/forum/grid-based-lighting-field-of-view_topic44662_page1.html?KW=fov

    It appears to be close to the effect you're looking for.

    Thanks for pointing this out, but that's not exactly what I'm looking for, I'm really expecting a real lighting engine (as Kiyoshi said, it may be related to WebGL and shaders).

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