Volumetric Lighting for 2d games
#21
Posted 26 November 2011 - 11:27 PM
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.
#22
Posted 27 November 2011 - 06:36 AM
#23
Posted 12 February 2012 - 01:47 AM
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.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.
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!
Spot lights, trees, colored windows, leaves, cloud shadows, there're simply *tons* of ways to use an engine like Shadow's!
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.
#24
Posted 30 April 2012 - 10:21 PM
#25
Posted 18 June 2012 - 10:27 PM
#26
Posted 05 March 2013 - 09:59 AM
[EDIT]
NVM, i got it
Edited by killerheath, 05 March 2013 - 10:45 AM.
#27
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
#28
Posted 19 May 2013 - 12:42 PM
hey:) nice example!
i was trying to make it only render whats in the view, with view sized surfaces, but it didnt quite work. could someone help me with that?
also, i tried multipla lights, but the game crashed, doesd anyone know how i could fix that aswell?
#29
Posted 19 May 2013 - 12:54 PM
Don't bother, instead you should wait till shaders come around and then try to port it over. It'll be much, much faster.
#30
Posted 19 May 2013 - 06:32 PM
0.o shaders XD, man, i completely forgot about those! (will they work for 2d as well?)
#31
Posted 22 May 2013 - 08:28 AM
0.o shaders XD, man, i completely forgot about those! (will they work for 2d as well?)
Yes they'll work with anything.
When are shaders coming to GameMaker though? O.o
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