Author Topic: Dynamic Shadow Bricks with LOD  (Read 1863 times)

How about we create a brick that acts as a light and creates shadows?
If you're concerned about the light updating every millisecond or something and want to point out how that'll be a frame-killer, what the sh*t!  :cookieMonster:

Obviously there will be optimization, I'm sick and tired of making suggestion topics and there's always a smartass saying how it'll do this and that and won't work well.

Perhaps there could be a boolean that turns on and then when it turns on the lights update and then the boolean turns off again and then waits for a number to be 10 or something and then the boolean turns on when it's 10 and then the number resets back to 0 when it reaches 11, and this number goes up.

And maybe when you're closer to one of these lights it doesn't have to be 10 and instead it's 5 and it resets when it reaches 6, this way from afar it updates slower, and then when up close it updates faster and more smoothly... But one problem is light de-rendering range is a little short so it would be somewhat irrelevant to have a shadow LOD system since you cant see lights from afar.


Partially Ontopic: Idea: Light LOD System, from afar they're low quality shader-based lights, and up close they look like default lights.
This way we won't have that weird light disappearing problem and it won't break the bank when it comes to performance hit.
Or maybe just allow people to adjust the light de-render range.


IIRC there was a post on how support for more than one light source is not implemented in graphics cards yet.

Didn't remember correctly because I couldn't find the post.
No, it was saying that it could be implemented in the future. He didn't want to delve into it yet because the rendering hit would be larger than the current one by a massive amount.
« Last Edit: December 02, 2013, 06:56:02 PM by Axo-Tak »

IIRC there was a post on how support for more than one light source is not implemented in graphics cards yet.
Well it sure worked in Doom 3.

IIRC there was a post on how support for more than one light source is not implemented in graphics cards yet.
No, it was saying that it could be implemented in the future. He didn't want to delve into it yet because the rendering hit would be larger than the current one by a massive amount.

Well it sure worked in Doom 3.

i dont know how to tell you this... but this game is not doom 3. this game is actually called "Blockland"

Well it sure worked in Doom 3.

i dont know about you but im pretty sure doom 3 doesn't run on the same engine as blockland

IIRC there was a post on how support for more than one light source is not implemented in graphics cards yet.
*facepalm

*facepalm

*facepalm

*facepalm

*facepalm

You aren't serious are you

i dont know how to tell you this... but this game is not doom 3. this game is actually called "Blockland"
i dont know about you but im pretty sure doom 3 doesn't run on the same engine as blockland
Not my point. Doom 3, a 9 year old game, seems to have some nicer visuals than this game which I hear came out later or something like that.
And remember I was replying to Axo-tak, he said something silly so I was all "Oh well it sure worked in this game".

TL;DR
Axo-Tak was misinformed and I questioned what he said by pointing out how Doom 3 had multiple light sources so obviously what he said must have been false.
« Last Edit: December 03, 2013, 02:19:32 AM by BDX »

The issue has to do with how Blockland works. In Doom, a map could consist of some 10 to 50 objects at any given time. That's pretty easy to render and cast shadows from multiple sources. Now take Blockland. You have the player, the ground, and all the bricks you have created. You load up your Afgan DM save. You are now rendering about 100,000 objects. The fact that Blockland can cast shadows for all those objects for even one light source is pretty damn impressive.

IIRC there was a post on how support for more than one light source is not implemented in graphics cards yet.

In an actual graphics card, or in the Blockland engine? Because a graphics card can handle more than 1 light source...

I wonder if it's possible to have a zone brick that disables the shadows coming from the sun for optimization. I should look into that.

ITT: People pretending they know what they're talking about.

We need lightmapping
Though those lightmaps would be giant textures that take forever to download / generate
You could have amazing things like ambient occlusion (no more monotone ugly indoor stuff) and soft shadows with great fps!

We need lightmapping
Though those lightmaps would be giant textures that take forever to download / generate
You could have amazing things like ambient occlusion (no more monotone ugly indoor stuff) and soft shadows with great fps!
I'd still like some dynamic shadows casted from bricks that have lights.

ITT: People pretending they know what they're talking about.
I've actually worked with a lighting engine before (You buttforget), I decided to remove it from my project though because it was somewhat difficult to work with and it didn't fit the tone of the game.

Also lighting is going to be a HUGE thing, Source Engine was all physics and stupid stuff like that, now it seems to be lighting. Just look at the indie game Routine.

I wonder if Torque has multi-core capability, that would be a huge performance relief.

Holy stuff I thought you were Pacha for a second there
« Last Edit: December 03, 2013, 06:18:07 AM by BDX »