Im still patiently waiting
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@Jonathan2000 yeah its a clever workaround but its just not the same. It doesnt cast any shadows and looks very generic compared to what a real lighting can do. I only revived this post because I think its going on to be about 3 years now in the working for native lighting. I think its a fair feature to be asking for giving the length of time that had passed. Would be nice if we can get an exact timeframe and eta on when to expect this feature other then the word soon.
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@SplitMindGaming
Unfortunately I can't give an exact time.And believe me I'm upset about it taking so long as well. We've actually had the majority of the lighting feature completed, but due to some changes behind the scene it basically needs to be updated before it even releases.
I know you're frustrated. And so am I. We've spent hundreds of thousands of dollars in wages to pay for this feature only to have the majority of the work scrapped.
There are 2 major features that are in limbo. One is the new hub, and the other is lighting. What will most likely happen is the hub will be completed before the lighting. I'm hoping these will be something for 2022.
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Bump bump
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No updates yet. Sorry.
Hub changes are coming close though, so thats 1 thing coming to completion before we focus back on lighting! -
Can't wait for the hub!!
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@RobinsonX me too <:
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Lighting sounds really interesting but, I'm wondering how casting shadows would work in a 2D environment.
eg. in a side view project, if I point a directional light source at the right side of a character sprite, on which plane would the shadow be cast?
I can imagine lighting the sprite itself by providing an additional normal map or bump map. That's basically faking depth.
Like I don't think there's such a thing as "real lighting" especially in 2D.
I think they're all just tricks to make things look good while keeping a good performance. I don't think there can be physically accurate lighting in 2D, can there? -
@Shady91 And you'd be right - the 3D lighting we have in many video games is also not very realistic to preserve performance.
We could have casted shadows like how it's done in Among Us and we can use gradients to make spots closer to the light source brighter (which is what hyperPad is currently doing). But I don't think the lighting we will have will able to use normal maps - I don't really know though! 🤷♂️
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@Shady91 said in Im still patiently waiting:
Lighting sounds really interesting but, I'm wondering how casting shadows would work in a 2D environment.
eg. in a side view project, if I point a directional light source at the right side of a character sprite, on which plane would the shadow be cast?
I can imagine lighting the sprite itself by providing an additional normal map or bump map. That's basically faking depth.
Like I don't think there's such a thing as "real lighting" especially in 2D.
I think they're all just tricks to make things look good while keeping a good performance. I don't think there can be physically accurate lighting in 2D, can there?Pretty much. A lot of it is "faked" to create atmosphere.
Generating normal maps was something we were planning for version 2 of the lighting system. -
@Murtaza normal maps would be perfect especially with tools like sprite lamp. Would definitely make lighting characters much easier.
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@SplitMindGaming yes I agree, sprite lamp support is what we'd like to add.