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Some recent topics started on our forums |
2D "Softshadows" & Occlusion on the GPU
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This is a 2D Light engine I've been working on the past few days (or give a year, depending on what you want "working on" to include).
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The shadow hulls are rotated and translated on the cpu, and then all drawn at o... |
Posted April 20, 2010 12:51:42 PM
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Some recent replies made on our forums |
Air Aces: Pacific final graphics.
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want... want now. |
Posted May 4, 2010 12:03:08 PM
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2D "Softshadows" & Occlusion on the GPU
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Here a couple of videos
http://www.youtube.com/watch?v=LjvsGHXaGEA
http://www.youtube.com/watch?v=Pw6HmEcU5JE |
Posted April 29, 2010 7:31:45 PM
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2D "Softshadows" & Occlusion on the GPU
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You're absolutely right. In fact the engine does support ambient light. I'm still making improvements to the engine, but the current source can be found on krypton.codeplex.com . It requires the xna framework to compile. If you check it out, let... |
Posted April 29, 2010 2:51:08 PM
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Killing Engine 0.91 coming out
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I'm curious how you're rendering the shadows. Are you computing them on the CPU or GPU? |
Posted April 26, 2010 1:57:29 PM
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2D "Softshadows" & Occlusion on the GPU
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Yeah, the distance based blur is a cool concept, and may come in handing for a post processing effect in 3D games, but for this I think the hard shadows look better than the super blurry shadows.
I changed it up a bit though. Appearently, concave... |
Posted April 22, 2010 2:03:14 AM
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2D "Softshadows" & Occlusion on the GPU
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Quote:Original post by mdkess
How did you handle soft shadows where the light source is bigger than the shadow caster? Like, if your umbra is a triangle whose peak is inside of the radius of the light?
Thats the same question I had before I start... |
Posted April 20, 2010 7:19:07 PM
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