Static lights in pyromancer

I’ve started refactoring pyromancer’s code for this year ARRP. One of the new features is the presence of static lights in the dungeon. You won’t wander in total darkness anymore (but on the other hand, you won’t have a free light following you anymore, you’ll have to spend some mana for that…).

Here is how one level zero map looks like from a satellite view :

  • blue cross : player starting position
  • red cross : level exit
  • yellow mark : monster spawning point

You can see that lights going through doors still have hard edges. The next step is to use some diffuse light algorithm to improve the general look. Since those lights are precomputed during the level generation, I can use some expensive computing.


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