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Revisiting the "Visible Lights Issue"

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Rookie:

I really, really, really, really, REALLY think lights shouldn't be able to travel through walls :c

Reactor Worker:


--- Quote from: Rookie on November 29, 2010, 07:15:53 PM ---I really, really, really, really, REALLY think lights shouldn't be able to travel through walls :c

--- End quote ---

Well, that is actually the result of a legitimate technical issue. If every brick could cast shadows the game would be much more difficult to run, even for powerful computers. One of the reasons why we can even conceive of being able to use 256,000 bricks is that each has a minimal "cost" to run. Adding shadows, or physics, or other physical properties to every brick is just not an option.

Rookie:

would some sort of lod system help

Reactor Worker:


--- Quote from: Rookie on November 29, 2010, 07:27:24 PM ---would some sort of lod system help

--- End quote ---

I doubt it. You can easily get into situations where a distance-based system fails miserably. For instance, what if you had a massive baseplate cube hanging over a city casting a large shadow over it, if you got too far away from the cube but were still in the shadowed part of the city, suddenly the lighting would change for no apparent reason. It'd be as bad as the lights currently disappearing or the fact that bricks appear out of the fog long before the surrounding terrain does.

A more modern engine might make some or all of this possible, but again, there is little incentive for Badspot to drastically alter the game to tailor to the demands of a small constituency of his customers. We've payed our money, and I doubt there are people emailing him saying they won't purchase it due to lack of a certain graphical fidelity setting.

Rookie:


--- Quote from: Reactor Worker on November 29, 2010, 07:42:12 PM ---I doubt it. You can easily get into situations where a distance-based system fails miserably. For instance, what if you had a massive baseplate cube hanging over a city casting a large shadow over it, if you got too far away from the cube but were still in the shadowed part of the city, suddenly the lighting would change for no apparent reason. It'd be as bad as the lights currently disappearing or the fact that bricks appear out of the fog long before the surrounding terrain does.

A more modern engine might make some or all of this possible, but again, there is little incentive for Badspot to drastically alter the game to tailor to the demands of a small constituency of his customers. We've payed our money, and I doubt there are people emailing him saying they won't purchase it due to lack of a certain graphical fidelity setting.

--- End quote ---
But I mean, if it only colors the bricks lighter and bounces off bricks, followed by updating only once evey 5 seconds would it still be laggy


im just going off logic I have no idea what is possible and what is not

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