Jump to content

  • Log In with Google      Sign In   
  • Create Account


Lighting newb?


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
5 replies to this topic

#1 OmarShehata   Members   -  Reputation: 205

Like
0Likes
Like

Posted 02 October 2012 - 12:41 AM

I'm writing my game in Lua but I'm using GLSL for my shaders.

So I want to add a little light to my game, but I have little to no knowledge about 2D or 3D lighting. Specular lights, normal maps, ambient occlusions..all that stuff, I have no idea how any of it works.

So before diving into anything, I thought I'd ask if anyone had any good articles about delving into the matter, or a set of articles that explain the theory well. My game is in 2D and the end result that I would like to achieve is something like this:



or this:



Any help, general tips and links would be appreciated. Thanks!

Sponsor:

#2 Ashaman73   Crossbones+   -  Reputation: 7100

Like
2Likes
Like

Posted 02 October 2012 - 01:08 AM

Even if your game is 2d, the math behind this kind of lighting is 3d. I would recommend the book real-time rendering for all the basic stuff, it is really good and will explain all you need to know about normal mapping.

Edited by Ashaman73, 02 October 2012 - 01:09 AM.


#3 Radikalizm   Crossbones+   -  Reputation: 2821

Like
1Likes
Like

Posted 02 October 2012 - 05:14 AM

Even if your game is 2d, the math behind this kind of lighting is 3d. I would recommend the book real-time rendering for all the basic stuff, it is really good and will explain all you need to know about normal mapping.


Another vote for real-time rendering here, it's a must-have book for any graphics programmer, beginner or pro

I gets all your texture budgets!


#4 OmarShehata   Members   -  Reputation: 205

Like
0Likes
Like

Posted 02 October 2012 - 11:26 AM


Even if your game is 2d, the math behind this kind of lighting is 3d. I would recommend the book real-time rendering for all the basic stuff, it is really good and will explain all you need to know about normal mapping.


Another vote for real-time rendering here, it's a must-have book for any graphics programmer, beginner or pro


Wow, that book looks awesome. And it's written by the people that made LBP? (Or is that just a happy coincidence that the character is on the cover? :P)

I'll definitely check it out. Anymore links/articles would be appreciated! Thanks!


e to go through it eventually, but for now,

I'll definietly ch

#5 Radikalizm   Crossbones+   -  Reputation: 2821

Like
0Likes
Like

Posted 02 October 2012 - 12:41 PM

And it's written by the people that made LBP?


I'm not sure whether any of the authors actually worked on LBP, I know Naty Hoffman has worked for SCEA for a while but I have no idea which projects.

I have a whole bunch of graphics articles lying around, but they're mostly for very specific topics

I gets all your texture budgets!


#6 OmarShehata   Members   -  Reputation: 205

Like
0Likes
Like

Posted 02 October 2012 - 11:23 PM


And it's written by the people that made LBP?


I'm not sure whether any of the authors actually worked on LBP, I know Naty Hoffman has worked for SCEA for a while but I have no idea which projects.

I have a whole bunch of graphics articles lying around, but they're mostly for very specific topics


You can go ahead and post a few, I'll need them eventually.




Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS