First off this is what I have managed so far:
Exe
GMK
This is the original Engine: Link
Press the right mouse button to shine the dynamic light. Example is meant to showcase the effect in a quickly constructed "dungeon/corridor" enviroment
So far this is just a work around to the Adventus L3S dynamic shadows engine "Z" problem. It isn't perfect but I'm actually fairly impressed by the effect. It still isnt good enough for use in a (quality) game but it is getting close.
Some things i want to mention:
1) I am not a great coder and have only used GML for about 8-9 months off and on. I also have next to no education in mathematics so I'm sure this isn't that great. It's also just a simple fix when it comes down to it. If it can be done better then let me know... Thats why I'm posting here:P
2) The engine is slow. It will be usable for my game if it is made just a little better but dont expect it to be super fast.
3) It only works with one light. In the project I have planned that will be the most important thing (The players light source) but being able to do this with multiple lights including the static lights that the room starts with would be great. I might be able to solve the latter but I'm still working on optimizing this first.
4) It still looks slightly glitchy.. *sigh* I don't know if this can be made much better given the limitations of the Z concept
5) I am aware that the example could be done better (the define_lit_wall script could use arguments for example. Prob some obvious optimization possibilities). I just threw the example together and it should be sufficient for now.
6) This workaround goes against some of the optimization techniques that would be standard when using L3S (such as using large shadow casters instead of many small ones). I do not think there is much that can be done against this (except doing this in a drastically different matter of course)
7) I'm posting this in advanced despite me being pretty newbish because I havn't received any help with the problem in the novice forum, I have example code and I think the act of extending/optimizing this is an advanced topic.
8) I emailed adventus about this just to make sure hes ok with a newb messing with his stuff. Will take this down if he isnt
Anyways I think making this look good and run fast would help alot of people who want to use this engine the way I have planned.
--edit--
uploaded a better example
--edit again--
much better example. It's actually looking quite good now. Still not 100% perfect but I'm very happy with it considering I havn't got this to work for a loooong time
Still looking for ways to make it better.
Still:
I have some weird semi-random glitch when the dynamic light is moved in a certain way. if you play around with it youll see that now and then. All the walls go black (Z is obviously being set to above the light) I have no idea why this is. Something weird with my (strange) collision codes? If you change the lights sprite to the focus light and shine it on the right wall youll def see it. I really cannot find the reason behind this. Any help would be greaty appreciated.
After further testing it seems to depend very heavily on the type of light selected.. It's probably something pretty obvious but I've been playing with this so much and long that my head is about to explode