3 ms·
Agreed. I've written a lighting system exactly like this one (it's a very common 2d lighting concept, basically any sprite-based game with dynamic lightning wi
by IkmoIkmo 8y ago
Agreed.
I've written a lighting system exactly like this one (it's a very common 2d lighting concept, basically any sprite-based game with dynamic lightning will use exactly this). The only difference was that I used 24 light-direction frames instead of 4 frames because I was pre-rendering 3d models to 2d sprites, so I didn't have to have an artist draw each frame but could just export any level of precision, limited not by the artist but by filesize/memory.
The calculations he's talking about are as simple as it gets and were never really a problem for me even on low-end machines. (I was building a top-down space rpg, basically any of the 100 plasma discharges, engine exhausts, particles etc was a dynamic source of light)