It works nicely to mimic looking down a dark cave but its extremely primitive and I'm trying to offer something more modern, thus realtime shadows on top of this. I already have a pseudo lighting system in there that mimics how Minecraft handles lighting by running a flood fill algorithm on empty space. I did speak to someone at Unity who gave me some pointers around making one but it was from the perspective of fixing a bug around light leaking rather than a whole system and I was loathe to try to implement it without a picture of a full system in mind. But I don't have any experience building something like that from scratch to know if it will even solve these problems and I imagine it will take a crazy amount of effort to find out. Sure the premise of 'screen based shadows' sounds good but I imagine each light leans more towards an exponential rather than a flat cost (this is a guess from a surface level understanding of the subject).ģ) I've considered some sort of baked solution where I sort of generate shadow maps on the fly but it makes my mind boggle just trying to account for new chunks constantly being added to the world whilst also accounting for a day/night cycle.Ĥ) It also feels like I might be able to solve this with an entirely custom lighting system that runs from the voxel data I already have. However I'm not even confident this will scale feasibly. However I'm losing so much confidence in Unity if this will even improve the situation since too often the talk about new features is everything is amazing, but seeing comments and posts the reality is another story.Ģ) Using ray tracing to handle shadows for those with the hardware and hacks like above for everyone else which is going to be the majority of players. I've considered things like:ġ) Waiting for HDRP to mature but I'm guessing it will be 2 years before I feel happy to even try to shift to it (cause screw rewriting some of my 2k+ line long shaders in a node based system!). I keep trying to come up with a 'real' solution but I feel stumped. The problem I see is that if I do the usual trick of things like only having say 10 (already a high number) as a max of point light shadows and turn them on/off depending on distance etc then its going to look really bad for things like looking at your castle at a distance and realising the light appears to be seeping through the walls. ![]() I've also tried to do things like make the lights pretty bright so they will spread them out more. I've changed the core mechanics to not rely on lighting to deter enemies, allow you to carry torches etc but players will still want to build structures exactly like this. However, the real problem is that to a Minecraft player this is totally normal and a low number of lights for how they usually build things. Looking at it from a performance point of view its 10 point lights with shadows, meaning 60 scene renders. What I've struggled with from early on is how the hell am I going to support player placed lights? Well the lighting part is easy, use deferred rendering and job done. Although the Wild Week has essentially replaced the Dragon Ball quests, it does seem one part of Fortnite’s island is teasing a possible Lord of the Rings crossover for the future.So I've been working on a game like Minecraft for a long time with one of its key characteristics being that it has more modern graphics. Most recently, Week 12 delivered a batch of seven quests including one that tasks players with finding the Groovy Grove, Fungi Farm, and The Glow landmarks. Players can also expect to level up and earn Battle Stars from tackling the game’s weekly challenges. Related: All Loot Shark locations in Fortnite Chapter 3 Season 3 Collect a Suppressed SMG and a Suppressed AR in the same match. ![]() Deal 500 damage to opponents with a suppressed SMG, AR, or Shadow Tracker.Use a Shield Bubble in four different matches.Remain shrouded from a single Shadow Bomb for 10 seconds.Every Shadow of Phantasm quest and their requirements are listed below. However, one challenge can be completed using the Exotic Shadow Tracer pistol. That said, the Wild Week’s quests reward 12,000 XP a piece once players find and use these unvaulted items. Each of these can only be discovered as ground loot or from looting chests, sharks, and Supply Drops. Live until September 7, the Shadow of Phantasm Wild Week brings back four classic items: the Suppressed SMG, the Suppressed AR, the Shield Bubble, and Shadow Bomb.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |