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:
![](https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_tBjU_PZQ5MUqv8b5lgcUki1dyNzIXZvKddYVR_sETf_GvVYU_S_r4PdDjq3Y6wLgIqRarPf7PlTLOgyv6msES0z17UI2rzqoO7oJ6u_VBuT7pbVl0T1cuUYbg-QA=s0-d)
red, green, and blue lights overlapping, night:
![](https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_sc-jNIH7pml-653LtRRmkkI6wpMdDdwOwHrMPfiVFmKuH1Xt83buSjsSvTUhp4Uw63P4Q6szynJ6j3GQx5wBMGugIeiWLWpn9-i5Rnt76dylyftDtetFC8F3UKQpPEwR5n=s0-d)
shadows and light-blocking polygons, sunset: