- Joined
- Apr 9, 2015
- Messages
- 1,797
- Reaction score
- 863
- First Language
- German
- Primarily Uses
As someone may know, i've been working on a lighting system for a while now. I'll use this thread to give you some updates as i go along.
Currently i'm working on 2 different systems:
- Pixel (fragment) based lighting, as can be seen here: http://www.html5gamedevs.com/topic/24493-converting-a-filter-to-pixi-v4
- Vertex based lighting, by using a system similar to this one: SIGHT & LIGHT - How to create 2D visibility/shadow effects for your game
The first system is currently on hold, as i've stumbled upon a few problems and i'm discussing possible solutions with one of the PIXI devs. Also, the PIXI version bundled with MV contains a few bugs, that are fixed in the dev version, which is what i'm using right now (so, the plugin couldn't be made public, anyway).
I start working on the second system today, which relies much less on the GPU and should be working on Canvas, as well as WebGL (unlike the first one, which uses WebGL filters). This might change, depending on if i need to use alpha masking or not.
There isn't much to see right now, except for what i've posted in the other thread, but i'm sure i can provide some updates later this week.
Currently i'm working on 2 different systems:
- Pixel (fragment) based lighting, as can be seen here: http://www.html5gamedevs.com/topic/24493-converting-a-filter-to-pixi-v4
- Vertex based lighting, by using a system similar to this one: SIGHT & LIGHT - How to create 2D visibility/shadow effects for your game
The first system is currently on hold, as i've stumbled upon a few problems and i'm discussing possible solutions with one of the PIXI devs. Also, the PIXI version bundled with MV contains a few bugs, that are fixed in the dev version, which is what i'm using right now (so, the plugin couldn't be made public, anyway).
I start working on the second system today, which relies much less on the GPU and should be working on Canvas, as well as WebGL (unlike the first one, which uses WebGL filters). This might change, depending on if i need to use alpha masking or not.
There isn't much to see right now, except for what i've posted in the other thread, but i'm sure i can provide some updates later this week.






