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    Im still patiently waiting

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    • SplitMindGamingS
      SplitMindGaming
      last edited by

      Bump bump

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

        😳 Any updates? @Hamed @Murtaza

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        • 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!

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          • 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 <:

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              • 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! 🤷‍♂️

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                  • 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.

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