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HWA Raytracing?
When hardware acceleration gets here, will there be a way to get the kind of effect in Andos's shadow engine example (find it here: http://click.andersriggelsen.dk/examplefiles.php)
The reason why I'm asking is because it seems like his example only works with boxes and simple objects, where as I want it to put a shadow past everything, and also have it so stuff can have varying effects on how opaque the shadow is. Like if there's a wall, you want everything past it to be solid black, but if there's a bad guy, you want it to be a dark gray color, so you can see the bad guys behind them.
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Re: HWA Raytracing?
maybe some extensions for the HWA only will allow us to use lights. It will allow us to create lights effects or fog of war. :)
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Re: HWA Raytracing?
But what about shadow casting?
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Re: HWA Raytracing?
i think it will be down to a 3d engine to provide a real 3d shadow, in the mean time you could make do with an object under the main one to simulate a shadow.. As speed won't be an issue when Hardware support comes out.
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Re: HWA Raytracing?
I'm not talking about just character shadows that follow the character, I'm talking about having a flashlight for instance. So it would only be illuminated where you shined the flashlight. I might have to make my own raytracing 'engine'.
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Re: HWA Raytracing?
what I use for darkness is an active object on the top layer. Couldnīt you just link a darkened active object on the top layer to the flashlight with a hole in it where you want the light to be? Just an idea.
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Re: HWA Raytracing?
What lazycoder means is something literally like a flashlight. For example, the light "stops" when it hits objects, but it doesn't have to be a certain shape. Indeed not just a shadow.
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Re: HWA Raytracing?
ive done this with fast loops... it was actually easyer & faster then i thought... however that was a game made only to cast shadows i imagine in a real instance it would be far more adversive on performance.
if there is an somthing to do it for me... im all for it :cool: