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Volumetric Lighting for 2d games


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#21 JonathanPzone

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Posted 26 November 2011 - 11:27 PM

To be honest, I was a bit skeptical about this for the longest time.

It took me several times of seeing this topic being thrown around before actually trying it out.

And I have to say I'm quite amazed. It works efficiently for what it is, and looks great. I can only imagine what it would look like in a larger project rather than the example.

Keep up the great work! I recommend that others to try something like this and at the very least make it an option to include in their game.
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#22 Desert Dog

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Posted 27 November 2011 - 06:36 AM

This is a very hungry effect, but looks veerrrry nice.
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#23 Hiric

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Posted 12 February 2012 - 01:47 AM

And I have to say I'm quite amazed. It works efficiently for what it is, and looks great. I can only imagine what it would look like in a larger project rather than the example.

Well, I stumbled here by chance, as I've been asked if I had used Phantom's volumetric engine in my game. I actually saw this post long time ago, but implemented it a bit differently by my own, even if the principle is just the same.
I have to say, I *love* god rays, used the effect extensively, and used every trick that came in my mind to emphasize it!
I didn't use Phantom's engine, and sorry if it seems that I'm here to brag about what I did, but I want to stress the incredible amount of depth it adds. Yes, I'm an FX w*ore! :P
Spot lights, trees, colored windows, leaves, cloud shadows, there're simply *tons* of ways to use an engine like Shadow's!
Spoiler

I didn't, but you may also consider using a lower resolution surface to draw everything on, by using d3d_ transformations to appropriately scale the shapes .

Edited by Hiric, 12 February 2012 - 01:51 AM.

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#24 Nytek

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Posted 30 April 2012 - 10:21 PM

Just wondering, is there a way to do this with a surface the same size as the view I want to draw it in instead of the room's size? I'm working on a game that uses rooms that exceed sizes of 4000 x 4000 and as you might expect this makes the effect run a little slow.
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#25 coco13

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Posted 18 June 2012 - 10:27 PM

Thanks a bunch! This looks great with my game which would otherwise be extremely bland. Took me hours to get to work but well worth it!
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#26 killerheath

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Posted 05 March 2013 - 09:59 AM

How would i make this follow the screen, i put it in my game but when it leaves the 960 by 600 area it just doesn't show anymore.

[EDIT]
NVM, i got it

Edited by killerheath, 05 March 2013 - 10:45 AM.

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#27 tremor_al

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Posted 18 March 2013 - 09:04 PM

thanks a lot for this!!

however i've stumble upon a little problem using animated sprites. specifically with scaled objects (like flipping horizontally a character). the original object will always be drawn independently of whatever changes i make to it with code making it look like if theres a version of the character always looking right and when moving to the left another sprite being drawn looking to the left but overlapping the other one.

FYI no using volumetric lights eliminates this problem.

 

could someone help me with this? Thanks


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