Originally I was going to use 3D polygons and DirectX lights, but I changed my mind because 1) working in real 3D, even in a limited way, is a pain, and 2) it's hard to predict the effects of a light on 3D geometry. Instead I'm going to implement a two dimensional method that includes shadows. I used one of VirtualTT's maps to do some testing in Photoshop.
unlit:
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red, green, and blue lights overlapping, night:
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shadows and light-blocking polygons, sunset:
2 comments:
Looks really nice! I am very impressed :D
2D raycasting? unfortunately, soldat's three-point interpolation technique for shading won't give excellent effects =/
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