• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
riuthamus

Unity
Point Light Shadow Mapping

6 posts in this topic

So, with the help of this community we have been able to get point lights working. The issue is they are dull and boring and lack shadows....

 

[media]http://www.youtube.com/watch?v=_grmwtnYI-U[/media]

 

Is an example of the brightness we desire and kinda the shadows. We dont need 100% realistic shadowing that blows the mind but we certainly dont want to see the point lights on the other side of the wall. So if i put a torch on a wall outside of the house I wont see the torch point light inside of the house and on the floor ( since it is blocked by the outside wall ).

 

How would we go about doing this? Keep in mind we are using defered rendering system as well as C# in SharpDX platform. We are using the most recent DX11.1 so we have the capabilities to use some of the cooler aspects of dx.

 

Any and all help would be appreciated! Thank you.

0

Share this post


Link to post
Share on other sites

Ok so here are my thoughts:

Point lights shining through walls is just normal and I dont think that most or even any of todays graphics engines care about this. Normally it's the light artists job to place spot lights and point lights in a appropriate way. The easiest way to get rid of it is to use shadowmaps but in complex scenes and in games where the player is capable of placing nearly an infinite amount of light entities this will kill every system. What you could try is to change the light volumes of each light individually. Instead of drawing a sphere use a box and cut out everything that is behind a wall.

If you want to implement point light shadows you could look into Dual Paraboloid Shadow Mapping:

http://gamedevelop.eu/en/tutorials/dual-paraboloid-shadow-mapping.htm

Maybe there are better and newer techniques but I cannot think about any at the moment. Of course you can go with any shadowmapping technique you like, then you just need to draw a bunch of shadowmaps per light.

I didnt read the whole soft shadow tutorial but it seems that they are just using a simple blur which should not use 400 MB but I dont know your engine setup.

I think you just need to read through some different techniques and choose the one you like the most there tons of tutorials and examples out there. My personal favorit is Variance Shadow Mapping:

http://www.punkuser.net/vsm/

It is easy to implement and easy to combine with CSM or Parallel Splits or whatever you choose and gives the possibility to use linear filtering methods, gauss and even MSAA.

Now some words about the issues you wrote about in the old thread:

I think the bright center is basically a different material for light entities boosting the light power so that the bloom can give it a halo. And The Witcher is using a strong bloom there a bit too strong for my taste. The background where the light is shining through the wood and getting a blue halo is a slight overkill. If your lights are to dull overall you could also try adjusting your tonemapper. Lowering the white value will make the colors burn out earlier and produces brighter images but you will also loose more details.

2

Share this post


Link to post
Share on other sites
You could try this http://kayru.org/articles/dssdo/
It does not give that high quality shadows but it gives nice soft contact shadows for every point light with minimal cost,
only one dot product. Dssdo can also be done easily with normal ssao pass so cost should not be that big. With smaller point lights this can be good enough method and you save performance for more expensive shadow mapping just for main lights.
1

Share this post


Link to post
Share on other sites

[quote name='quiSHADgho' timestamp='1358896324' post='5024495']
Point lights shining through walls is just normal and I dont think that most or even any of todays graphics engines care about this. Normally it's the light artists job to place spot lights and point lights in a appropriate way. T
[/quote]

 

100% agree with this, until we add in the aspect of having players being able to place point lights via torches and other things. On top of this... what if a player had a staff that had a point light and was walking outside of your house, you would know because you would see that point light shining from under your structure. Or maybe your bed is near a wall and a creature that has a point light glow is outside of your wall and now your head begins to glow some odd color because its radiating through the wall... ( actually that sounds cool .... lmao )

 

[quote name='quiSHADgho' timestamp='1358896324' post='5024495']
Now some words about the issues you wrote about in the old thread:

I think the bright center is basically a different material for light entities boosting the light power so that the bloom can give it a halo. And The Witcher is using a strong bloom there a bit too strong for my taste. The background where the light is shining through the wood and getting a blue halo is a slight overkill. If your lights are to dull overall you could also try adjusting your tonemapper. Lowering the white value will make the colors burn out earlier and produces brighter images but you will also loose more details.
[/quote]

 

Thanks, we have been testing with some of our HDR settings and realized that the dullness was very much related to our algorithm as well as the outside lighting. We have since replaced that and I think we have a very strong quality of point lighting. We have some other things to tackle before they are complete but we are certainly on the right path thanks to you and the help of the others in that thread.

0

Share this post


Link to post
Share on other sites

I think you just need to read through some different techniques and choose the one you like the most there tons of tutorials and examples out there. My personal favorit is Variance Shadow Mapping:
http://www.punkuser.net/vsm/
It is easy to implement and easy to combine with CSM or Parallel Splits or whatever you choose and gives the possibility to use linear filtering methods, gauss and even MSAA.

I worked on point light shadow maps a while ago and I was using VSM. It works fine for directional lights, which is what every single tutorial in the world implements, but then when I tried to make it work for point lights, I couldn't figure out how to apply the Gaussian blur to the cubemap. I tried Dual Paraboloid Shadow Mapping but never got it working for some reason, I don't remember what it was now. But dual paraboloid has very noticeable seams (skyrim seems to have used that technique and the seams stood out very clearly), so I'd rather avoid that technique.
1

Share this post


Link to post
Share on other sites

I think you just need to read through some different techniques and choose the one you like the most there tons of tutorials and examples out there. My personal favorit is Variance Shadow Mapping:
http://www.punkuser.net/vsm/
It is easy to implement and easy to combine with CSM or Parallel Splits or whatever you choose and gives the possibility to use linear filtering methods, gauss and even MSAA.

I worked on point light shadow maps a while ago and I was using VSM. It works fine for directional lights, which is what every single tutorial in the world implements, but then when I tried to make it work for point lights, I couldn't figure out how to apply the Gaussian blur to the cubemap. I tried Dual Paraboloid Shadow Mapping but never got it working for some reason, I don't remember what it was now. But dual paraboloid has very noticeable seams (skyrim seems to have used that technique and the seams stood out very clearly), so I'd rather avoid that technique.

 

Indeed, seams are one of the problems with the dual paraboloid maps, this applies to environment mapping as well (and it's more noticeable there). Appears as if the seams occur due to floating point errors that keep the edges of the warped textures from meeting at exactly the right point where they meet, so what you see is a black line (if the maps don't ever touch) or a lot of texture wrapping in a very small area (if there is overlap). The pixel is usually chosen with the max() function so in areas of overlap this illusion occurs.

 

I would want to test again with rendering only one part of the dual map instead of using max() to choose which one, to see how it behaves and look for a way to blend the edges well enough to reduce this problem.

1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Similar Content

    • By ilovegames
      The boy and the Golem were friends for a long time, and have traveled together.
      In search of the boy's father, they go to where he grew up, places now devastated by war.

      The player can at any time switch the characters and manage to solve a specific task.
      The boy is small and weak but is clever and an archer.
      Golem is big and strong, but slow, and prefers melees.

      The game includes the boom (required for archery) and apples (to restore his health). Golem Health is restored automatically. On the way our characters will encounter enemies and locked doors, and to open the door you must activate rock platforms nearby (decorated with blue stones that are activated by Golem from on the ground, and green that are activated from an arrow launched by the boy). Some doors will open only with simultaneous activation of a few (two or three) different types of stone platforms.

      Controls:

      Movement - W, A, S, D
      Switch character - Tab
      Direction of impact \ shot - mouse (cursor position)
      Attack:
      Golem - LMB
      Boy - When sandwiched RMB (Aim), press the LMB, for a shot
      Jump - Space



      TheBoyAndTheGolemSetup.exe
    • By KaiZerg
      Dear Colleagues,
      Can you please advise on the issue below:
      I have got several Folders(paper), to keep cheat sheets, practical guides, Lists of sequences ect.
      What is the best way to separate Folders?
      1)
      -Unity all
      -Unreal Engine all
      2)
      -Game art
      -Game Design
      -Game Engine
      -Game Programming
       
    • By suerozcelik
      Hi everyone, My name is Arda Süer, i’m a game developer and producer of Pocket Universe : Create Your Community. Pocket Universe is on pre-order and soon the early access to Steam. I need your help and I want to introduce you to my game. Please read the game story and website content etc. If you have any suggestions tell us and we can develop. Example:"Story is good but you need more faction","You need add bla,bla to the game". Anyway I will put links here to help you to understand Pocket Universe. Story : http://www.pocketuniversegame.com/?page_id=7 Features : http://www.pocketuniversegame.com/?page_id=180 Factions : http://www.pocketuniversegame.com/?page_id=54 Press Release : http://www.pocketuniversegame.com/?page_id=237 If you want to help more, please buy my game Kinguin : https://www.kinguin.net/category/38680/pocket-universe-create-your-community-pre-order-steam-cd-key/ G2A : https://www.g2a.com/pocket-universe-create-your-community-steam-key-global-i10000070716001 Press Relase.rtf
    • By NA-45
      I'm currently working on Metroidvania style game that I was inspired to start by Hollow Knight and Beksiński's art.

       It's built in Unity using C# and has quite a bit done already.  I'm handling the programming myself and have a working model (besides combat which is a WIP) that can be expanded greatly depending on where we decide to take the project.  You can see the current test area here: https://streamable.com/mp5o8  Since I'm not artistically gifted, its all rectangles but can easily be skinned once we've desired on designs.
      I have professional experience using Unity and C# working on both a released game and a prototype as well as having extensive Java knowledge.  I also dabble in Python with a little bit of C++.
      I have worked on and completed many projects before, the most recent being a 2D stick fighting game written ground up in Java Swing (don't ask why): https://www.youtube.com/watch?v=V4Bkoyp_f0o
      I'm looking for a 2D artist (potentially more than one) to create concept and game art and a designer/writer who can help flesh out the story as well as map out and create challenging and eye catching areas.  I can handle most if not all of the programming side of things though if there is anyone who is extremely passionate about this sort of thing, I'd consider splitting the load.
      The end goal is a completed game that can be sold however profit isn't really a concern to me as it's mostly a labor of love from my part.  Any profits would be split between team members however that's pretty far off so don't make that a reason to join.
      ______________________________
      The story I have in mind is something like this:
      A man wakes up in a chasm that stretches seemingly endlessly in both directions lined with enormous statues.

       He discovers a temple with text above a closed gate that tells of the failed kingdom that lies below.  After finding a way around this, he drops down into the subterranean kingdom.  Adventuring through the labrynth below, he comes across different cities in which the residents succumbed to different sins such as Greed, Wrath, etc.  Each city tells a story of how its fixation on something lead to their demise leading up to a fight with the personification of their mistake.
      ______________________________
      An very rough idea for Waterways, a potential area:
       - To enter you must be wearing a pair of glasses that you find somewhere earlier in the ruins.  There are similar glasses found in every home.  Everything appears incredibly beautiful however something seems wrong.  After triggering some event, the glasses break and it's revealed that the glasses are made of some sort of stone that makes everything appear differently.  The city is in ruins and absolutely disgusting as everything was neglected.  
       - The only thing that remains intact is in the center of the city, an incredible statue of a goddess holding up a large sphere of the same material that was used for the glass.  You slowly learn the story behind the statue: the goddess came from the sea that the city lies on and brought prosperity to them.  
       - After opening up the the temple of the goddess that lies right on the edge of the waters, a giant sheet of the glass covers an opening in the back of the temple that reveals the goddess behind it.  You shatter the glass and it becomes apparent that the goddess is actually a disgusting creature half beached and mostly immobile that appears to secrete the material that makes up the glass. Fight ensues.
      ______________________________
      The combat is pretty up in the air and part of the reason I need a designer to bounce ideas off of but I think it will be something like this:
       - 4 orbs equipped at a time
       - 2 orbs selected at a time
       - Pressing the cast button will cast a spell determined by the 2 orbs that are selected
       - Spells cost mana however you can use spells with 0 mana and it will cost health instead
       - These spells in addition to being useful for combat, are the Metroidvania "gating" metchanic.  For instance, one of the conceptualized spells is a water orb + water orb to create a ice pillar that can be either used to block projectiles/enemy paths or to jump on to reach high areas
      ______________________________
      If you're interested or have any questions, contact me through discord.  My id is NA-45#3692. 
       
    • By Qwertyman
      My game (built on the Unity platform, making use of EZ GUI) requires players to log into Facebook. However, when the player is using a language other than English on Facebook, I'm unable to display the localized Username (which is the same as the FB Username) within the game. Any ideas on how this can be tackled?
      PS: Detecting the OS language doesn't really help here because, for all you know, the player might be using one language for the OS, but another one for their Facebook, so.... 
      TIA!
  • Popular Now