Mortal Terminus

Yes, I’m using LibGDX, and have based the lighting off this tutorial: http://www.alcove-games.com/opengl-es-2-tutorials/lightmap-shader-fire-effect-glsl/ It was quite easy to understand and includes code to mess around with.

Added led floor lights. These can be different colors/brightness/shapes/styles, and will stop functioning if they become damaged. They will probably have self-contained power supply since they are mainly emergency lights which will activate if the main lights near by go out.

Awesome! :slight_smile: I actually saw that tutorial the other day when looking into lighting. Love the idea of the emergency lights, i’m sure that will add something special to the game :slight_smile:

Since I’m obsessed with them I must say it: normal maps must happen. ::slight_smile:
I wonder how many times I’ve asked people to implement that…
Good job so far!

I don’t know how much this ‘awesome view in a tall building’ your plan was, but it looks really good (in the rave party)!
You made only an edge of the walls visible (probably on the occasion of KernelDeimos’ suggestion), and that was good for your game (judging from the video’s I saw at least)

Not planning on giving suggestions, it seems you redeem yourself without a problem. :smiley:

Got the main part of ray casting lights done. There’s still a lot of work to do on them to be able to use them properly and a few glitches but they somehow look smoother than i thought they would :smiley: I’ll put up another demo when it’s under control.

Slyth: I might try to add normal mapping later on since the floors are 90% of the view so it would definitely make a big impact, but I’ve gotta soon start building up some game play first.

Looking really nice! :slight_smile: love how smooth they are :o

Normal maps would be glorious. Share the code with us later :stuck_out_tongue:

PS: Consider multiplayer

I’ve started on adding sunlight which casts shadows of the buildings. Still got a lot to mess around with to make it smoother and have alterable properties, like planet rotation rate, sun color/intensity, moonlight… I’m thinking the day/night cycle will usually last around an hour. Generally it makes everything easier to see during the day (as suns are known to do), but it’s still never a good idea to go outside at night without a light source! I’ll probably re-write the map file system tomorrow so that I can properly save light positions, then i can place them in better locations and upload a demo.

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video not available in germany, damn YT/Gema.

I think I’ve fixed that.