The simulation of light and illumination in games, including its interaction with the environment. A core element of games that can bring out vivacity into otherwise static worlds.

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2
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1answer
46 views

Calculate angles between two other angles

I am trying to implement a FOV for my light casting algorithm. In the diagram below each white line represents a ray cast from a std::vector<float> of normalized radians. How can I only include ...
1
vote
1answer
31 views

Unity — custom shader behaves differently on WebGL deployment (correct) and editor view (incorrect)

I started working on shaders and lighting on Unity3D 5.2.1f1. I set up a scene where the sun object rotates the directional light (the only light in the scene) based on its position to simulate a ...
1
vote
0answers
34 views

Java Slick2d lighting using Raycasting

I am trying to make a top down view game in java using the Slick2d library, for lighting I wanted to do something like this : http://www.redblobgames.com/articles/visibility/. I was wondering if there ...
1
vote
0answers
21 views

How to make lens flare ignore layers work with first person character in Unity 5?

I have a simple lens flare on my directional light (sun) and I would like the flare to only be visible when the sun is directly visible, naturally...But right now with the default ignore layers, the ...
1
vote
0answers
36 views

Trouble creating fog and lighting in unity

I am trying to create a model in unity that looks like this picture by Escher I can create the lattice, however, I can not create the fog and background/lighting effect. When I adjust the fog in ...
1
vote
1answer
37 views

Unity 2D Alpha cutout layer for Sprites

I'm trying to make a simple Fog of War effect for my 2d game, similar to this or this. I want to have a sprite layer of black and then have a sprite to cut out itself from the black layer, leaving a ...
2
votes
2answers
71 views

How to fix flare in unity?

I have a simple sun flare that I would like to appear on my directional light (sun). However I cannot see the flare, I have tried setting the ignore layers to everything and checked and double checked ...
14
votes
1answer
2k views

Phong lighting - there is something very strange with specular lighting

I implemented Phong lighting. Everything seems to works - torus and spheres are lighted as expected, etc. But I notices something strange regarding specular lighting of directional light. Here are ...
2
votes
1answer
61 views

How to remove voxel lights with Minecraft-style algorithm?

I am making a voxel game. I have researched lighting techniques, and the minecraft-style algorithm appears the most efficient. When blocks are placed, they are marked for update. The engine performs a ...
2
votes
1answer
38 views

Check if .dds texture is gamma-corrected

How can I check if .dds texture is gamma-corrected? It seems to be gamma-corrected since after manual gamma correction in fragment shader image is too bright. But I wanted to be sure.
1
vote
0answers
48 views

Unity 5 - Textures look strange in Deferred Rendering

I've created an exterior terrain scene in Unity 5 which features lots of trees and grass but some textures look awful and I'm wondering why. Please see the attached image: This texture problem is ...
4
votes
1answer
394 views

Memory-Efficient, Optimized Terraria-Like 2D Lighting

I am working on a terraria-clone and I am aiming for it to be able to be run on most Android devices. I am able to generate a world, jump around, etc but I am not looking to add in some efficient ...
1
vote
2answers
140 views

How to achieve lighting like this in Unity for 2D games?

How could I accomplish a lighting effect something similar to this game?: I'm not talking about the shadows but about the glowing/lighting effect on the crystals and the torches. Anyone got any ...
2
votes
1answer
56 views

deferred tiled lighting

EDIT I have discovered that it does not seem to be the lighting calculation but the culling code because when i draw the lights without the culling it works perfectly. I have been attempting to ...
0
votes
0answers
29 views

Offscreen frame buffer lwjgl

I want to create simple 2d lighting. So my idea is to render everything on the default buffer and then apply light mask. For the light mask i want to use frame buffer which later i will apply on the ...
0
votes
0answers
5 views

GLSL Lighting Smoother Light to Dark Transition

I've currently got a lighting system set up and working. The intensity of the light acting on each pixel is calculated using distance(lightSourceLocation, currentPixelLocation). The result ...
0
votes
1answer
63 views

2D TileMap smooth lighting

I want to implement (a smooth) lighting into my 2D Maps. I want to have the basic idea. What I thought of is 2 components. The Scene's Ambient light: The Tiles and Sprites are tinted into this colour ...
1
vote
0answers
58 views

Instancing meshes messing up scene lighting

I've been rendering a scene (some objects over a large field of grass) to test shadow mapping which is working fine. But when I use instancing to "gain" performance, I not only get a decrease in ...
1
vote
2answers
68 views

Unity LoadLevelAdditive and baked light scene settings

I am a programmer for a small game. For our levels, I separated the UI from the level data, so one scene is a scene which contains only the UI, the other scene has all the gameobjects and models and ...
1
vote
0answers
28 views

Shading a 2D visibility mesh to act like a light?

I have a visibility mesh made by raycasting: https://my.mixtape.moe/omjlgr.webm Right now, I'm using a shader to color the mesh white and fall off with distance and radius (the texCoord in this case ...
2
votes
1answer
154 views

How to create 2D shadows and lighting?

How do I create shadows and lights in a 2D top down perspective game? I want to achieve an effect similar to this game (also made in unity) where some objects like a torch, different sprites, and the ...
1
vote
0answers
18 views

My Directional light lights the floor of my cave but not the ceiling (concave mesh)

I am developing a small demo with Meshes created from a vertex map. When i put a hole in the mesh (making it concave) the physics work fine but the directional lightning only lights one part of the ...
1
vote
1answer
178 views

JS Canvas - Creating 2D Game lighting effect like Terraria

I just started working with canvas in HTML5 and with javascript. I'm pretty satisfied with my game so far: http://xenopal.dk/game-v1.1/. But I'd like to implement lighting as well in the style of ...
9
votes
1answer
216 views

How can I implement lights & shadows in a multi-layer 2d tilemap?

I am in the process of writing an isometric game from scratch, and I'd like to know how/if I can add lights and shadows. The code I have so far can be found here, but it should be enough to know that ...
0
votes
1answer
42 views

Calculating the illumination level of an object

In my (UE4) scene I have an object and several (point) light sources. The object can move around, getting closer and away from all those light sources. Now I need to calculate for each light source ...
2
votes
1answer
287 views

Creating Fog Of View in 2D game with lighting method

I'm creating 2D side scrolling game with Unity, and i want to add feature where the player come into a cave, then all going dark, the player turn on the flash light, so the player can see around ( ...
0
votes
1answer
37 views

Ray tracing - texture and phong lighting

Other questione releated to my ray tracer implementation for iPad. If I have a polygon that has a texture and a material, how do I calculate the color using Phong lighting model? Is the texture used ...
1
vote
1answer
40 views

How to correctly pass multiple light structures to shader stage?

I'm having some problems when passing multiple light structures to a shader stage. I'm using an array of point lights that is updated each frame. This is my code for creating the buffer ...
0
votes
0answers
56 views

Unity - Meta pass and Precomputed Realtime GI

I am writing a shader in Unity and I would like to use some special values for the precomputed realtime GI. I am using a vertex fragment shader as it seems that it offers much more controls than a ...
0
votes
0answers
12 views

UDK building light takes a long time

I have been creating a level in UDK and usually bulding lighting takes 10 minutes to build but today i haven't changed anything in the level, now it takes 20+ minutes, why is this happening?
1
vote
0answers
13 views

Is there a way to control the ordering and grouping of ShaderLab Blend command?

I'm writing a shader in Unity that responds to 3 lights: 1 directional and 2 point lights. The point lights are processed in the ForwardAdd pass (once per light). I need the ForwardAdd pass to blend ...
3
votes
1answer
75 views

Skydome and Ambient Intensity (Unity)

I've made a custom skydome in my game. For all my lights I have set them to not affect the skydome. The only thing affecting the skydome is the ambient light. For my game I have ambient intensity at ...
3
votes
3answers
398 views

2D - Smooth lighting with shadows for a tile-based game

for the last week or so I have been completely stuck on trying to implement efficient lighting. I've been researching and experimenting and I've looked everywhere that I have been capable of finding, ...
9
votes
2answers
695 views

How can I model a star?

I'm trying to model a star in Unity, and it, sort of works, but it's not ideal. Currently, I'm using a large sphere with a self-illuminating material containing a star texture applied to it's surface, ...
1
vote
1answer
55 views

How do I query a LibGDX Box2DLights “light” and “dark” regions?

I have lighting implemented using Box2dLight. I want to update/render things inside the player's PointLight area. Stuff in the dark area should not be rendered. How can I find which areas are lit or ...
0
votes
1answer
45 views

Phong lighting model - R vector

In Phong lighting model a vector R is used to calculate the spectral component of light. The equation used to obtain it is R = 2(N•L)N - L I can't understand why we use this equation. Could someone ...
1
vote
0answers
48 views

Simulating sun 3d direction

At the moment I got the following to simulate the suns direction: void Sun::Update() { if (!mIsMoving) return; const auto now = Clock::now(); const auto timeDiff = now - ...
1
vote
0answers
91 views

Create the sun light in a large space simulation

I want to create a space simulation, but I'm facing some difficulties when I try to create a realistic sun. Currently, I've a simple Point Light inside a sphere. But for some reasons, no matter the ...
1
vote
1answer
46 views

Why is everything lit by default?

I am following the unity tutorial here and when i drag my environment into the Hierarchy everything i already lit up on my Game view, i noticed this was also the case in the Space Shooter tutorial ...
5
votes
1answer
152 views

What is a lobe, in reference to lighting and graphics

I sometimes see references to lobes when talking about lighting, especially with specular lighting, but also with spherical harmonics which doesn't do specular. Can anyone explain what exactly a lobe ...
0
votes
0answers
99 views

How to calculate spherical harmonic coefficients for indirect diffuse?

After reading the article "An Efficient Representation for Irradiance Environment Maps", I'm a bit confused as how to calculate the spherical harmonic coefficients. I'd like to generate these ...
1
vote
0answers
52 views

Blinn-Phong lighting on Voxel models

I'm creating a game that is going to use voxel models. However I got stuck when I coded my shader using Blinn-Phong algoritm. Here is how it look (Only care about the red model): As you can see ...
0
votes
2answers
53 views

Inverting the Z coordinate of the light vector

I noticed that in some vertex shaders they invert the Z coordinate of the light vector, i.e. // Compute denormalized light vector in world space float3 vLightWS = g_LightPosition.xyz - ...
0
votes
0answers
29 views

How to calculate per vertex normals? (OpenGL) [duplicate]

I am really confused and quite much thinking about how to do that? Cross product and then, normalizing is not working for me. Or perhaps, I take them all wrong. Well, please explain me that while ...
1
vote
1answer
116 views

Deferred rendering: camera inside point light's sphere of effect

I'm trying out deferred rendering and I'm using the tutorials at http://ogldev.atspace.co.uk. I've got the basics working and I'm currently trying to implement the final step from tutorial 37 ...
0
votes
0answers
47 views

LWJGL OpenGL Spotlight half-showing

Problem: Only half of the light is showing. Lighting Inilization code: glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); ...
0
votes
1answer
41 views

LWJGL Lighting advice / fix

Problem: The spotlight I've set up with OpenGL won't light up anything behind it, no matter what values I set for GL_SPOT_DIRECTION float[] LightDir = new float[]{0,0,-1,0}; float[] ...
1
vote
2answers
51 views

WebGL Multiple Lights, Blending, and Render Order

I am trying to do simple forward rendering for multiple lights using additive blending in WebGL. Following advice from this SO and this one, I simply turn on blending using glBlendFunc(GL_ONE, GL_ONE) ...
0
votes
1answer
46 views

Unreal Engine 4 Point Light Limiters..?

I've noticed through the first two tutorials I've done that Point Lights begin entering the viewport with red x's on them. When I build those don't turn on. It seems to be implying some limit to the ...
0
votes
1answer
118 views

Lighting changes when loading scene

I have a script that changes the levels using Application.LoadLevel (sceneNameToChangeTo); Once a level is loaded using that code when testing with the editor, the lighting changes dramatically. ...