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hyperPad

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  3. Im still patiently waiting

Im still patiently waiting

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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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      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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          1
          • 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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              0
              • 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
                      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.

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