The new Lighting & Shadowing System

Discussion and feedback on Construct 2

Post » Tue May 27, 2014 10:13 pm

That looks great. Nice examples!
B
55
S
29
G
19
Posts: 1,520
Reputation: 25,650

Post » Wed May 28, 2014 12:02 am

lolpaca wrote:Great stuff! Love your first one @eli0s, I can imagine using that effect for cutscenes in an RPG or something.


@lolpaca , sorry I missed your post somehow, thank you very much, I really hope that the light/shadow system will prove to be useful within game-play also! :)

@ramones Thank you! You are welcome :)
composer - multimedia artist
www.eli0s.com/en/
B
69
S
26
G
5
Posts: 1,146
Reputation: 9,829

Post » Wed May 28, 2014 1:32 am

eli0s wrote:An other test. Based on the last test, this time it's a Sunset! Give it some time to complete. Again, a mess of a capx :?

incredible work =d
B
32
S
6
G
5
Posts: 437
Reputation: 6,119

Post » Wed May 28, 2014 9:05 am

lol that is awesome, I was thinking of the same thing after I saw this thread... https://www.scirra.com/forum/viewtopic.php?f=147&t=106031&p=786088#p786088

this will work well in all sorts of stuff. great example, thanks again for sharing it:)
B
56
S
17
G
5
Posts: 184
Reputation: 8,908

Post » Wed May 28, 2014 3:11 pm

@Guif0DA
@MelVin

Thanks so much! I am very curious on how you guys may implement/improve upon those examples. I think we can build a sample base of cool stuff/ideas and have the pros-cons of each method mentioned also, so anyone interested on some eye candy technique won't have to reinvent the wheel or waste a lot of time for stuff that perhaps does not apply on their target platforms.
composer - multimedia artist
www.eli0s.com/en/
B
69
S
26
G
5
Posts: 1,146
Reputation: 9,829

Post » Thu May 29, 2014 12:03 am

eli0s wrote:@Guif0DA
@MelVin

Thanks so much! I am very curious on how you guys may implement/improve upon those examples. I think we can build a sample base of cool stuff/ideas and have the pros-cons of each method mentioned also, so anyone interested on some eye candy technique won't have to reinvent the wheel or waste a lot of time for stuff that perhaps does not apply on their target platforms.


Nice idea, I'm planning on implement the lightning system on my topdown rpg game, so depending on the things u guys make with I might get some ideas for it, looking awesome already what was done here
B
32
S
6
G
5
Posts: 437
Reputation: 6,119

Post » Wed Jun 04, 2014 4:41 pm

eli0s wrote:An other test. Based on the last test, this time it's a Sunset! Give it some time to complete. Again, a mess of a capx :?


this eats cpu ? something is wrong ? goes to 90% cpu and 30 fps
B
13
S
5
G
4
Posts: 176
Reputation: 4,429

Post » Wed Jun 04, 2014 4:57 pm

Uses about 8% CPU on my rig, but do get about 30FPS in latest FireFox.
If your vision so exceeds your ability, then look to something closer.
Moderator
B
134
S
30
G
84
Posts: 5,388
Reputation: 58,458

Post » Wed Jun 04, 2014 5:16 pm

zenox98 wrote:Uses about 8% CPU on my rig, but do get about 30FPS in latest FireFox.


ok i reduced the cloud creating to repeat 10 times every 5 sec , then i got down to 8% and 60 fps on my xeon rig

so its cool then
B
13
S
5
G
4
Posts: 176
Reputation: 4,429

Post » Wed Jun 04, 2014 10:38 pm

@istavang
@zenox98

My PC is a 6 year old rig with Intel core 2 quad. I have 16Gb of RAM and a GTX 660 Ti though, but never the less, it's pretty week by today's standards.

On Chrome I get 60 fps most of the time and the CPU gets as high as 74%. This is on it's peek, with more than 1300+ objects at once.
On Firefox I get 20 fps and 15% CPU, but the fps are not correct because Firefox freezes for 8-12 and performs like a slideshow.

I haven't tested Firefox before, I do all my tests on Chrome because it renders more stable and predicable results and since I am only interested on desktop stuff (which in theory should have the same performance with node webkit). It's obvious to me that Firefox does not utilize the CPU correctly. I would have never thought that it would be so bad though.

istavang, you can also reduce the amount of shadowing objects that each cloud holds. For example, use 12 image points for each cloud frame and increase the size of the shadow object from 8x8 to 16x16 to balance the difference and roughly match the cloud's outline. Finally, reduce the Repeat loop from 24 to 12 times. That should give similar results with half the object count.
composer - multimedia artist
www.eli0s.com/en/
B
69
S
26
G
5
Posts: 1,146
Reputation: 9,829

PreviousNext

Return to Construct 2 General

Who is online

Users browsing this forum: BackendFreak, Huemerson, Jeffjn, Yahoo [Bot] and 2 guests