Gaming Your Way

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Specular lighting

Progress with O2 is still going well, there's just a silly amount to do.

I've spent the past few days swearing at getting bump mapping in the game, creating a specular lighting effect. I think it was worth the pain.

The level without the lighting effect

With specular lighting

I'm really pleased with the effect. I did originally have both diffuse and specular, with the thinking that the outside level floors would look great with the diffuse mapping, but in reality the CPU cost wasn't worth it for the effect, it just didn't look as good as I wanted, so some perfectly good code was killed off today ( But I'm sure it'll make a return, in maybe an iso dungeon crawler, just a wild shot in the dark ).

Squize.

Comments (7) -

  • Lawrie

    9/17/2012 4:49:33 PM |

    Good work, it looks really nice, and even better in motion I'll bet. Look forward to seeing it working.

  • bas

    9/17/2012 5:13:11 PM |

    sweet!

  • Bryson

    9/17/2012 6:13:37 PM |

    Are you using your own Molehill engine for the 3d stuff?

  • Squize

    9/17/2012 6:22:55 PM |

    Thanks for the feedback blog comment gang :)

    Bryson, it's all 2D mate, we've learned our lesson with stage3D. It's a displacementMapFilter effect, a bit costly in terms of CPU, so we're going to make it optional.

    • Willoughby Jackson

      9/17/2012 9:28:34 PM |

      Looking pretty sweet!  Are you using any Pixel Bender tricks to help with the speed any?

  • Porter

    9/17/2012 7:33:19 PM |

    That looks really awesome, definitely worth it. I've seen you going on about bump mapping for a good week or two now, glad to see it paid off :D

  • Squize

    9/18/2012 4:57:27 PM |

    @Willoughby I thought about Pixel Bender, but it took so long to get working as it is, and it seems to perform ok, that I couldn't face it.

    @Porter, thanks ( Did I mention it on twitter once or twice ? Can't remember ;) )

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