Can't sleep so I'm thinking about block game's direct lightingIt's kinda cool and I'm sure I can hammer out the remaining bugs but I'm not sure if it should stay.
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Can't sleep so I'm thinking about block game's direct lighting
It's kinda cool and I'm sure I can hammer out the remaining bugs but I'm not sure if it should stay. Unlike minecraft's flood fill style lighting (which it's also still doing) there's no clever tricks to deal with recalculating this lighting. I just gotta nuke it all and recalculate it for every single light
Which in a game where players can spam lights could become a problem?
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Can't sleep so I'm thinking about block game's direct lighting
It's kinda cool and I'm sure I can hammer out the remaining bugs but I'm not sure if it should stay. Unlike minecraft's flood fill style lighting (which it's also still doing) there's no clever tricks to deal with recalculating this lighting. I just gotta nuke it all and recalculate it for every single light
Which in a game where players can spam lights could become a problem?
I could (and probably should) shove the lighting to a background thread and that would help but I'm thinking about what if there's something like pistons moving blocks around multiple times per second. Then the lighting thread would just get backed up and get further and further behind so its not like that's a proper solution either
On the other hand if I just commit to it I could probably optimize it at least a bit over time. And it could be an option, so you can disable it on slower systems
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I could (and probably should) shove the lighting to a background thread and that would help but I'm thinking about what if there's something like pistons moving blocks around multiple times per second. Then the lighting thread would just get backed up and get further and further behind so its not like that's a proper solution either
On the other hand if I just commit to it I could probably optimize it at least a bit over time. And it could be an option, so you can disable it on slower systems
But if I commit to it, and I *can't* make it better enough, what if I paint myself into a corner long term?
😕 don't know what to do
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But if I commit to it, and I *can't* make it better enough, what if I paint myself into a corner long term?
😕 don't know what to do
Basically it looks kinda neat but idk if it's worth all the development time both current and future and I'm worried I'll paint myself into a corner if I keep it
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Basically it looks kinda neat but idk if it's worth all the development time both current and future and I'm worried I'll paint myself into a corner if I keep it
@eniko you can always come back and add it later if it really turns out to be necessary
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@eniko you can always come back and add it later if it really turns out to be necessary
@aeva it's purely aesthetic so, that's unlikely to happen?
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Basically it looks kinda neat but idk if it's worth all the development time both current and future and I'm worried I'll paint myself into a corner if I keep it
ok having slept on this i'm an idiot. the nice thing about the direct lighting is that each vertex just casts a ray at each light source
this means unlike the other floodfill based lighting it's
1. highly parallelizable
2. much easier to stagger the calculations over multiple frames -
ok having slept on this i'm an idiot. the nice thing about the direct lighting is that each vertex just casts a ray at each light source
this means unlike the other floodfill based lighting it's
1. highly parallelizable
2. much easier to stagger the calculations over multiple frames@eniko also you don't have to trace them for every light just the closest / brightest lights
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@eniko also you don't have to trace them for every light just the closest / brightest lights
@aeva that's true. any accumulation over 1.0 doesn't even do anything in my system so once a point hits that it could just stop
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