Open seisatsu opened 7 years ago
Any ideas for what to make?
Lights that are aware of and obstructed by objects on the map. That would likely involve raytracing.
Also consider shader applications like fog, particle effects, bloom on the sun in the background of a platformer -- the kinds of things you would find in a very cinematic engine as I aim for us to be.
My ultimate stretch goal for this engine is to surpass RPGMaker in features, if not eventually in ease of use. Cinematics are important in my opinion for modern engines, and for the kinds of games I have in mind.
Let's split this up into:
Something like "particle effects", while still a large task, is pretty different from "bloom effects".
What if, say, you want bloom effects on the particles?
Hmm. I'm not sure. I've never done that before. We should play with it on whichever of those two we do later.
This belongs in Stageshow now.
I suspect some work will still need to be done on the core to support GLSL shaders nicely.
Stageshow can contain a bunch of useful GLSL shaders, but core will need hooks for Stageshow to use. This will be similar to how, currently, core contains code to support viewport offset
and basic blitting of sprites and Stageshow uses those to create its current lights and the rumble effect.
Let's keep this issue open with that as a new goal.
Support GLSL shaders and provide easy-to-use dynamic lighting techniques to the user through stdlib functionality.