Godot Light2D as an area light instead of point? - light

I notice that all Light2D nodes are emanating from a single point, even if the image being used is wide and solid. Is there a way to have a light be emitted from the entire area of the sprite and not just from a single point?
When I have "day light", I want it to light the whole level evenly. Or if I have a large spotlight I want it to feel like a giant beam instead of a single point.
Thanks!

When I have "day light", I want it to light the whole level evenly.
Instead of using Light2D for this purpose, directional lighting in 2D is best simulated using a custom shader or the CanvasModulate node. That is, until Godot 4.0 is released with built-in support for 2D directioal lights.
Or if I have a large spotlight I want it to feel like a giant beam instead of a single point.
Unlike 3D lights, 2D lights don't make a distinction between omni and spot lights. Use a texture that looks like a spotlight (viewed from above), such as a "cone" with a 45 degree angle.

Related

Is programming a voxel based graphics API theoretically possible?

This is entirely a theoretical question because I understand the time it would take to do such a thing would be ridiculous
I've been working with "voxels" a lot lately and the only way I can display them to a user is to either triangulate the visible surfaces or make a CPU ray-tracer but both come with their own problems.
Simply put, if we dismiss the storage space needed for voxel meshs and targeted a very specific GPU would someone who was wanting to create a graphics API like OpenGL but with "true" voxel primitives that don't need to be converted be able to make such thing or are GPUs designed specifically for triangles with no way to introduce a new base primitive?
Its possible and it was already done many times
games like Minecraft,SpaceEngineers...
3D printing tools and slicers
MRI/PET scans tools
Yes rendering on GPU is possible with the two base methods you mention. Games usually use the transform to boundary representation 3D geometry. With rise of shaders even ray tracers are now possible here mine:
simple GLSL voxel ray tracer
using native OpenGL architecture and passing geometry as 3D texture. In order to obtain speed you need to add BVH or similar spatial subdivision of geometry...
However voxel based tools have been here for quite some time. For example many isometric games/engines are voxel based (tile is a voxel) like this one:
Improving performance of click detection on a staggered column isometric grid
Also do you remember UFO ? It was playable on x286 and it was also "voxel/tile" based isometric.

How to apply depth test to diffuse lighting?

I've been fiddling my way through vulkan, and have tried out some basic diffuse lighting, which only takes into account the surface normals. On the side of the model facing the light, things look fine -
On the opposite side of the model though, there's a part of the model which is shaded like it is illuminated even though it shouldn't be-
I know this happens because I'm only considering the surface normals and the shader doesn't care where the vertex is as long as its normal is towards the light, but how do I fix it? I feel like I need a way to do a depth test to figure out whether a part of the model should be lighted or not. How would I go about doing this if that is the case? What should I be doing if otherwise?
Sounds like you want to implement shadows.
A standard way is shadow mapping. You render the scene from the point of the light and only keep the depth buffer. You then pass that depth buffer as a texture to the fragment shader and sample that based on where the point is in the world and compare the sampled depth with the distance to the light.
However there are various caveats with this technique. Most common ones being shadow acne where quantization error leads to fragments self shadowing resulting in speckled lighting, you can fix that by adding a small offset to the depth. The next one is peter panning, where that offset you added previously leads to light bleedthrough where a thin wall meets a floor, you fix that by not having walls thin enough that the offset goes through them.

Tweaking Heightmap Generation For Hexagon Grids

Currently I'm working on a little project just for a bit of fun. It is a C++, WinAPI application using OpenGL.
I hope it will turn into a RTS Game played on a hexagon grid and when I get the basic game engine done, I have plans to expand it further.
At the moment my application consists of a VBO that holds vertex and heightmap information. The heightmap is generated using a midpoint displacement algorithm (diamond-square).
In order to implement a hexagon grid I went with the idea explained here. It shifts down odd rows of a normal grid to allow relatively easy rendering of hexagons without too many further complications (I hope).
After a few days it is beginning to come together and I've added mouse picking, which is implemented by rendering each hex in the grid in a unique colour, and then sampling a given mouse position within this FBO to identify the ID of the selected cell (visible in the top right of the screenshot below).
In the next stage of my project I would like to look at generating more 'playable' terrains. To me this means that the shape of each hexagon should be more regular than those seen in the image above.
So finally coming to my point, is there:
A way of smoothing or adjusting the vertices in my current method
that would bring all point of a hexagon onto one plane (coplanar).
EDIT:
For anyone looking for information on how to make points coplanar here is a great explination.
A better approach to procedural terrain generation that would allow
for better control of this sort of thing.
A way to represent my vertex information in a different way that allows for this.
To be clear, I am not trying to achieve a flat hex grid with raised edges or platforms (as seen below).
)
I would like all the geometry to join and lead into the next bit.
I'm hope to achieve something similar to what I have now (relatively nice undulating hills & terrain) but with more controllable plateaus. This gives me the flexibility of cording off areas (unplayable tiles) later on, where I can add higher detail meshes if needed.
Any feedback is welcome, I'm using this as a learning exercise so please - all comments welcome!
It depends on what you actually want and what you mean by "more controlled".
Do you want to be able to say "there will be a mountain on coordinates [11, -127] with radius 20"? Complexity of this this depends on how far you want to go. If you want just mountains, then radial gradients are enough (just add the gradient values to the noise values). But if you want some more complex shapes, you are in for a treat.
I explore this idea to great depth in my project (please consider that the published version is just a prototype, which is currently undergoing major redesign, it is completely usable a map generator though).
Another way is to make the generation much more procedural - you just specify a sequence of mathematical functions, which you apply on the terrain. Even a simple value transformation can get you very far.
All of these methods should work just fine for hex grid. If artefacts occur because of the odd-row shift, then you could interpolate the odd rows instead (just calculate the height value for the vertex from the two vertices between which it is located with simple linear interpolation formula).
Consider a function, which maps the purple line into the blue curve - it emphasizes lower located heights as well as very high located heights, but makes the transition between them steeper (this example is just a cosine function, making the curve less smooth would make the transformation more prominent).
You could also only use bottom half of the curve, making peaks sharper and lower located areas flatter (thus more playable).
"sharpness" of the curve can be easily modulated with power (making the effect much more dramatic) or square root (decreasing the effect).
Implementation of this is actually extremely simple (especially if you use the cosine function) - just apply the function on each pixel in the map. If the function isn't so mathematically trivial, lookup tables work just fine (with cubic interpolation between the table values, linear interpolation creates artefacts).
Several more simple methods of "gamification" of random noise terrain can be found in this paper: "Realtime Synthesis of Eroded Fractal Terrain for Use in Computer Games".
Good luck with your project

Rendering a 'backlit' effect for many individual texture

I was wondering if I could get some advice on the best way to approach this.
I'm in the process of writing an emulator that runs old UK arcade fruit machines games that have 'feature boards'. The machines are similar to US slots. The actual board consists of many semi-transparent squares that are lit from behind (see image for an example). Image
What I'm looking to do is render a 3D representation of a machine by (preferably) using an open source 3D engine. What I'm not sure of is how best to approach the 'backlighting' effect of the individual squares of the feature board. A square can be individually turned on or off and dimmed to any level. I'm very experienced with C++ and assembly but fairly new to directx/opengl.
Bearing in mind there could be up to 512 lamps flashing/dimming individually, I'm guessing that using 'normal' lights behind semi-transparent textures would be too intensive? I've read up about pixel and vertex shaders, and was wondering if this would be the best way to approach the effect? (eg split the feature board up into individual textured polygons for each square, but join them all together so it looks as one)
Thanks for any advice

Voxel Engine and Optimization

Recently I've started developing voxel engine. What I need is only colorful voxels without texture, but at very large amount (much smaller than minecraft) - and the question is how to draw the scene very fast? I'm using c#/xna but this is in my opinion not very important in this case, let's talk about general cases. Look at these two games:
http://www.youtube.com/watch?v=EKdRri5jSMs
http://www.youtube.com/watch?v=in0bavLJ8KQ
Especially I think video number 2 represents great optimization methods (my gfx card starts choking just at 192 x 192 x 64) How they achieve this?
What i would to have in the engine:
colorful voxels without texture, but shaded
many, many voxels, say minimum 512 x 512 x 128 to achieve something like video #2
shadows (smooth shadows will be great but this is not necessary)
optional: dynamic lighting (for example from fireballs flying, which light up near voxel structures)
framerate minimum 40 FPS
camera have 3 ways of freedom (move in x-axis, move in y-axis, move in z-axis), no camera rotation is needed
finally optional feature may be Depth of Field (it will be sweet ^^ )
What optimization I have already know:
remove unseen voxels that resides inside voxel structure (covered
from six directions by other voxels)
remove unseen faces of voxels - because camera have no rotation and always look aslant forward like in TPP games, so if we divide screen
by vertical cut, left voxels and right voxels will show only 3 faces
keep voxels in Dictionary instead of 3-dimensional array - jumping through array of size 512 x 512 x 128 takes miliseconds which is
unacceptable - but dictionary int:color where int describes packed
3D position is much much faster
use instancing where applciable
occluding? (how to do this?)
space dividing / octtree (is it good idea?)
I'll be very thankful if someone give me a tip how to improve existing optimizations listed above or can share ideas of new improvements. Thanks
1) Voxatron uses a software renderer rather than the GPU. You can read some details about it if you read the comments in this blog post:
http://www.lexaloffle.com/bbs/?tid=201
I haven't looked in detail myself so can't tell you much more than that.
2) I've never played 3D Dot Game Heroes but I don't have any reason to believe it uses voxels at all. I mean, I don't see any cubes being added or deleted. Most likely it is just a static polygon mesh with a nice texture applied.
As for implementing it yourself, do not try to draw the world by rendering cubes as this is very slow. Instead you should process the volume and generate meshes lying on the intersection of solid voxels and empty ones. Break the volume into suitable sized regions (e.g. 32x32x32) and generate a mesh for each.
I have written a book article about this which you might find useful. It's actually about smooth voxel terain but a lot of the priciples stll apply.
You can read it on Google books here: http://books.google.com/books?id=WNfD2u8nIlIC&lpg=PR1&dq=game%20engine%20gems&pg=PA39#v=onepage&q&f=false
And you can find the associated source code here: http://www.thermite3d.org
Since you are using XNA, you can just use instancing to get the desired effect: http://www.float4x4.net/index.php/2010/06/hardware-instancing-in-xna/
http://roecode.wordpress.com/2008/03/17/xna-framework-gameengine-development-part-19-hardware-instancing-pc-only/
The underlying concept is instancing: this feature lets you specify some amount of repeating data and some amount of varying data in a single DrawIndexedPrimitive call. In your case, the instance stream would be a single solid box, and the other stream would be the transform and color information.