Quick Links: Download Gideros Studio | Gideros Documentation | Gideros community chat | DONATE
Light effects — Gideros Forum

Light effects

totebototebo Member
edited February 2016 in General questions
I've been following the development of http://antonkudin.tumblr.com/ by Anton Kudin, developed in Unity. Needless to say it's a work of art in terms of polish and physics, but the thing I'm interested in are the lighting effects used.

How would you go about doing this in Gideros? Fake it with bitmaps? Shaders (is it possible to use shaders with Gideros)? An "out there" idea I had was to divide the screen in, say, 256x128 squares in a Mesh and manipulate them as pixels.

Thoughts and brainstormy ideas appreciated!
IMG_20160218_104505.jpg
1024 x 587 - 118K
My Gideros games: www.totebo.com

Comments

  • tkhnomantkhnoman Member
    edited February 2016
    The easiest way is of course, using shaders.
    Considering object at that game also react on lighting, you would need to do something like Sprite Lamp, probably...
    http://store.steampowered.com/app/316830/

    It is possible to use Shader on Gideros, but it still hard, because you need to really understand about it when using it

    Well, i myself not a fan for lighting effect like that, and i didn't plan to use (since it feels too generic somehow) so that's all from me.

    Likes: totebo

    +1 -1 (+1 / -0 )Share on Facebook
  • hgy29hgy29 Maintainer
    I think you can use bitmaps with white to transparent gradient, and use alpha blending options along with color transform.

    Likes: totebo, antix

    +1 -1 (+2 / -0 )Share on Facebook
  • @tkhnoman, good info and link. Cheers!

    @hgy29, yeah that's what I meant by faking it with bitmaps. Depending on what you want, this is probably the cheapest option in terms of time and effort.

    About shaders, is abstracting them so a mere mortal can use them going to be implemented at some point?
    My Gideros games: www.totebo.com
  • hgy29hgy29 Maintainer
    I am afraid they can't be abstracted, given that drawing performance directly depends on the way the shader is written and only the programmer can know how to make best use of the GPU for the effect he wants to achieve.

    But thanks to gideros writing shaders is not such a painful task, since you can quickly test and iterate and see what happens. Best way is to start from an existing code. One of the pitfalls is that some graphic cards are more permissives than others, letting you write non compliant code and making you think everything is fine...

    Likes: totebo

    +1 -1 (+1 / -0 )Share on Facebook
  • A shader 'tutorial' and lots of examples are needed on the forum I think...

    Likes: keszegh, pie, antix, totebo

    Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
    https://deluxepixel.com
    +1 -1 (+4 / -0 )Share on Facebook
  • There are a few shader examples (Bird Animation 2, Blur, Normal Mapping, Bloom) included in Gideros now and there are some neat sites like https://www.shadertoy.com/ and http://glslsandbox.com/ to get ideas from.

    I do agree some tutorials would be cool too though :bz

    Likes: totebo

    +1 -1 (+1 / -0 )Share on Facebook
  • Thanks guys. Yeah, without a nice simple API I would want a lot of hand holding.

    Likes: antix

    My Gideros games: www.totebo.com
    +1 -1 (+1 / -0 )Share on Facebook
  • @totebo - I agree :)

    Likes: totebo

    +1 -1 (+1 / -0 )Share on Facebook
Sign In or Register to comment.