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KanonBaum

Member Since 01 Mar 2011
Offline Last Active Dec 08 2012 09:50 AM

Posts I've Made

In Topic: Need help with pseudo lights and shadows in 2d tiled-based game

30 June 2012 - 10:10 AM

first idea to come to mind is instead of going through each tile for each light, you start at the lights center, and expand in a circle around the tiles of the light, until you've hit all walls in all directions for the light, or at least until the light value for each particular direction is withing whatever threashold you need(essentially a Dijksta algo).


Dijksta in this case sounds like an interesting approach. However, it did lead me to think about using a simple flood-fill algorithm alongside the ray-casting. All the tiles beginning from the light will be filled and dissolve with greater distance. Along with the ray-casting, it would lead to an instant check if there is an initial blockage.

Thanks for the brain storming! I'll reply with any results. :)

In Topic: Need help with pseudo lights and shadows in 2d tiled-based game

29 June 2012 - 10:45 AM

I did something similar in a Ludum Dare entry a few years ago (Light and Darkness). Instead of calculating the lights during the drawing I did that before.

Also, every tile had a color value at each edge. Set all values to 0. For every visible light ray casting to modify the affected tiles. Let the GPU handle the smoothing via vertex coloring.


But even if I changed the location of the logic (i.e. update() and storing the data in some buffer for the draw() phase), wouldn't it still be slow?

Color value at each edge isn't a bad idea instead of center-point light values. I believe that will solve my smoothing problem at least.

In Topic: Need help with pseudo lights and shadows in 2d tiled-based game

29 June 2012 - 10:44 AM

-wrong reply-

In Topic: iOS app development. Newer iPad or does it really matter?

20 June 2012 - 02:04 AM

I couple of aspects are:
- Text is much more readable, even in small font sizes. Not only are individual characters much sharper, but the overall text layout is much better.
- Animated objects move much smoother. Even with crude graphics, the movement of game objects can be much more precise.
- With smaller pixels you have more control over the layout. Thinner lines and boxes gives you more space to work with.
- More pixels means you can add more detail. Not by cramming in more stuff in less space, but rather playing with different levels of emphasis.

Of course this is, and should be, all very subtle, and nothing that you should notice at a glance.

Some more reading:
https://developer.ap...troduction.html


Thanks for the reading, I very much appreciate it Felix Ungman!

In Topic: iOS app development. Newer iPad or does it really matter?

19 June 2012 - 12:06 PM

Luckily most of my projects are 8-bit styled, but can you tell me more about retina resolution? How do I "design" for that?

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