#BBCR/BB+ Tile Based Lighting

5 messages · Page 1 of 1 (latest)

frigid heart
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So I wanna know how to make the tile based lighting like the one seen in BBCR/BB+ (look at the picture and look at the ceiling, walls and floor)

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Here's another pic of the lighting that I mean

uneven ivy
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I can think of a few ways. One easy way would be to use a shader on the roof and ceiling that uses a texture that you calculate lighting against

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so you give it a sampler2d that's the floormap of the lvel, and you shade each tile with the color it should have as a result of the lightlevel that you've calculated yourself, roguelike-style

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(and you do your per-pixel lookups nice and chunky; for each pixel you look up not its full VERTEX in the map, but the VERTEX rounded to which tile it represents)