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    Im still patiently waiting

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    • SplitMindGamingS
      SplitMindGaming @Jonathan2000
      last edited by

      @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.

      MurtazaM 1 Reply Last reply Reply Quote 1
      • MurtazaM
        Murtaza Admin @SplitMindGaming
        last edited by Murtaza

        @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.

        1 Reply Last reply Reply Quote 1
        • SplitMindGamingS
          SplitMindGaming
          last edited by

          Bump bump

          1 Reply Last reply Reply Quote 1
          • RobinsonXR
            RobinsonX
            last edited by

            😳 Any updates? @Hamed @Murtaza

            1 Reply Last reply Reply Quote 0
            • MurtazaM
              Murtaza Admin
              last edited by Murtaza

              No updates yet. Sorry.
              Hub changes are coming close though, so thats 1 thing coming to completion before we focus back on lighting!

              1 Reply Last reply Reply Quote 1
              • RobinsonXR
                RobinsonX
                last edited by

                Can't wait for the hub!!

                haynsterPadH 1 Reply Last reply Reply Quote 0
                • haynsterPadH
                  haynsterPad @RobinsonX
                  last edited by

                  @RobinsonX me too <:

                  1 Reply Last reply Reply Quote 0
                  • Shady91S
                    Shady91
                    last edited by

                    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?

                    RobinsonXR MurtazaM 2 Replies Last reply Reply Quote 1
                    • RobinsonXR
                      RobinsonX @Shady91
                      last edited by RobinsonX

                      @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! 🤷‍♂️

                      1 Reply Last reply Reply Quote 0
                      • MurtazaM
                        Murtaza Admin @Shady91
                        last edited by

                        @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.

                        SplitMindGamingS 1 Reply Last reply Reply Quote 1
                        • SplitMindGamingS
                          SplitMindGaming @Murtaza
                          last edited by

                          @Murtaza normal maps would be perfect especially with tools like sprite lamp. Would definitely make lighting characters much easier.

                          MurtazaM 1 Reply Last reply Reply Quote 1
                          • MurtazaM
                            Murtaza Admin @SplitMindGaming
                            last edited by

                            @SplitMindGaming yes I agree, sprite lamp support is what we'd like to add.

                            1 Reply Last reply Reply Quote 1
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