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hyperPad

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  3. Im still patiently waiting

Im still patiently waiting

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  • Jonathan2000J Jonathan2000

    @SplitMindGaming Hi! While there is no native lighting on hyperPad as of yet (soon though) you can still add your own dynamic lighting! Check out this tutorial on our YouTube Channel:

    . Hope this helps.

    SplitMindGamingS Offline
    SplitMindGamingS Offline
    SplitMindGaming
    wrote on last edited by
    #4

    @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
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    • SplitMindGamingS SplitMindGaming

      @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 Offline
      MurtazaM Offline
      Murtaza
      Admin
      wrote on last edited by Murtaza
      #5

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

        Bump bump

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        • 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
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              • 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
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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?

                    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
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                        • 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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