LuxMV: Advanced Lighting System

TheVektorKnight

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//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

- 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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Sausage_Boi

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Demand? HUUUGE!

At least, it's a huge demand for this kind of system on MV for this guy...
 

TheVektorKnight

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Demand? HUUUGE!

At least, it's a huge demand for this kind of system on MV for this guy...
It's certainly proving to be a challenge. Right now I'm attempting to implement a convex hull algorithm to merge all those rectangles into larger rectangles to reduce the number of vertices that I have to iterate through. Once I crack that development should pick up quite a bit. 
 

Sausage_Boi

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That sounds pretty complex. I wish I could help, but I can hardly code a "hello world" without some kind of tutorial nearby...
 

Iavra

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I'm waiting for MV to get updated to PIXI v4, so i can do something similar using WebGL shaders. Basically it works like this: Create an occlusion map, wrap it around the light center, smear down occluders and unwrap it again. The resulting image can then be used as a mask for the light and will cut out spaces blocked by occluders. PIXI v2 (or at least the MV version) has some bugs when using multiple textures in a filter, though, so i stopped working on it for now.


It seems like you are going for geometric shadows, instead of pixel perfect ones, which is doable on CPU alone. I'm eager to see your results.
 

TheVektorKnight

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Well it seems  I've hit a minor roadblock in development when it comes to rendering the light polygon. I'm also still working on a convex hull algorithm to improve performance. Anyway, finals week at college is approaching soon so development is going to take a backseat until after May 11th. Once the semester ends I intend to put most of my free time into this system and hopefully have it done by the middle of June.


TL;DR


Finals week is approaching at college, don't expect any major updates till after the 11th of May. Feel free to post any suggestions as I will be checking the forums regularly.
 

cropots

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Project was shelved? It passed May 11 and any updates.
 

Fatalys93

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Is your plugin still in development? Do you have any news? :) The demand for a powerful lighting system's plugin is very big!
 
 

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