Outerra forum
Outerra Engine => Ideas & Suggestions & Questions => Topic started by: ZeosPantera on December 26, 2010, 05:00:06 am
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(http://moblog.net/media/r/a/s/rassilon7/misty-street-lights.jpg)
So far we have only seen the world of OT lit by the sun. I have seen those beautiful sunsets and the stars sparkle across the sky but not one headlight, streetlight or candle. I presume the handling of dynamic lighting is going to be the job of the engine. What can we expect?
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There's no support for lights other than sun and sky yet. We did some preliminary performance-related tests and it seems that we'll have to go for a bit more complicated solution than the one we had originally planned.
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Dynamic lighting please. :D
It makes ANYTHING (No joke) look good.
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The question is not if "dynamic or not", but "How?". In such a huge environment, with real time atmospheric computations. Trivial implementation would give a poor performance here.
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Assign a luminance to the individual texture pixels based on distance from the light source.
I have no idea if that would work as I don't code. But it sounds awesome.
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2010 hardware cant do this yet??? Were in lots of trouble!!!
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Thats wrong. You didnt read camenis post. He wrote that it will be a problem to unify global sunlight with additional lightsources. I guess that you have to use a quad based lightmodel with a kind of deffered shading.
So you will paint shadows and specularity later after compositing the whole scene. But thats not easy because of the render architecture.