Open Athozus opened 1 year ago
Shadows should overlap themselves. When two shadows are overlapped, it creates a darker shadow (irl)
This isn't what happens in real life, what happens in real life is that light is combined additively rather than shadows being combined subtractively.
This isn't what happens in real life, what happens in real life is that light is combined additively rather than shadows being combined subtractively.
Yes, thanks for the precision. That should be taken in account for the coding of it.
@y5nw suggested me in a Matrix discussion to add the following parameter : lighting_direction
, which is a good call I think.
I don't really know how this would be defined, I'm not a physicist (only 1st year of studies), but I would in the first place propose a lighting_vector
then a lighting_angle
which would be the range around the vector, which would be the « middle ». But I'm waiting for better physicists than me.
And a small patch to apply to @APercy's PA28 if you'd like to test the light_source
for entities (I've tried small things but didn't spend much that time) :
Problem
Recently, we got many visuals improvements, such as dynamic shadows, and more are upcoming, according to the milestone. However, creating light sources itself is still weird, on many points, notably for entities.
Solutions
Here are my proposal features/changes. A day or not, I'll work on it. But, if someone else does it, that's 100% okay.
lightning_box
, following the syntax ofcollision_box
and those. However, we should be able to change the lightning box during the game, or at least make "pre-configurations". It presents many advantages.default:air
.Alternatives
lightning_box
is not confirmed, we should find a solution to "merge" some nods that just differ of light values. This takes a part of the resources, so it affects performances.Additional context
Thanks for reading all the message =) Note that I'm most an ingame coder than a mod developer, however I already made some edits on mods.