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hyperPad

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  3. Im still patiently waiting

Im still patiently waiting

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  • SplitMindGamingS Offline
    SplitMindGamingS Offline
    SplitMindGaming
    wrote on last edited by
    #6

    Bump bump

    1 Reply Last reply
    1
    • RobinsonXR Offline
      RobinsonXR Offline
      RobinsonX
      wrote on last edited by
      #7

      😳 Any updates? @Hamed @Murtaza

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      0
      • MurtazaM Offline
        MurtazaM Offline
        Murtaza
        Admin
        wrote on last edited by Murtaza
        #8

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

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        • RobinsonXR Offline
          RobinsonXR Offline
          RobinsonX
          wrote on last edited by
          #9

          Can't wait for the hub!!

          haynsterPadH 1 Reply Last reply
          0
          • RobinsonXR RobinsonX

            Can't wait for the hub!!

            haynsterPadH Offline
            haynsterPadH Offline
            haynsterPad
            wrote on last edited by
            #10

            @RobinsonX me too <:

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            • Shady91S Offline
              Shady91S Offline
              Shady91
              wrote on last edited by
              #11

              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
              1
              • Shady91S Shady91

                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 Offline
                RobinsonXR Offline
                RobinsonX
                wrote on last edited by RobinsonX
                #12

                @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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                • Shady91S Shady91

                  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?

                  MurtazaM Offline
                  MurtazaM Offline
                  Murtaza
                  Admin
                  wrote on last edited by
                  #13

                  @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
                  1
                  • MurtazaM Murtaza

                    @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 Offline
                    SplitMindGamingS Offline
                    SplitMindGaming
                    wrote on last edited by
                    #14

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

                    MurtazaM 1 Reply Last reply
                    1
                    • SplitMindGamingS SplitMindGaming

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

                      MurtazaM Offline
                      MurtazaM Offline
                      Murtaza
                      Admin
                      wrote on last edited by
                      #15

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

                      1 Reply Last reply
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