- Joined
- Jan 11, 2013
- Messages
- 17
- Reaction score
- 21
- First Language
- English
- Primarily Uses
//Introduction
I've started working on a rather complex project which I am calling LuxMV. It aims to implement an advanced lighting system in RPG Maker MV complete with dynamic 2D shadows and bloom-like rendering. I plan to implement point, spot, directional, and area lights with full dynamic shadow support. Shadow casting will be handled through the use of terrain tags for tilesets and comments for events.
I decided to make this post to gauge the demand for such a system and collect early feedback for development. As of right now the system is in the pre-alpha stage of development. I'm mostly building functions to handle the individual components such as raycasting, polygon drawing, and tile data parsing. I will continue to update this thread and add screenshots as soon as I have a working prototype.
//Development Log
//Screenshots
I've started working on a rather complex project which I am calling LuxMV. It aims to implement an advanced lighting system in RPG Maker MV complete with dynamic 2D shadows and bloom-like rendering. I plan to implement point, spot, directional, and area lights with full dynamic shadow support. Shadow casting will be handled through the use of terrain tags for tilesets and comments for events.
I decided to make this post to gauge the demand for such a system and collect early feedback for development. As of right now the system is in the pre-alpha stage of development. I'm mostly building functions to handle the individual components such as raycasting, polygon drawing, and tile data parsing. I will continue to update this thread and add screenshots as soon as I have a working prototype.
//Development Log
- 4/22/2016: Implemented tile data parsing on map load. Any tiles which match a certain terrain tag are flagged as opaque. An occlusion polygon can now be generated based on opaque tiles for raycasting later on.
- 4/23/2016: Convex hull algorithm is coming together. Will drastically reduce the number of vertices and spit out nice polygons for raycasting.
- 4/24/2016: Started reworking code to bypass a lot of the MV engine for efficiency.
//Screenshots
Occlusion Map Generation
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