Cave Anglers/Capes should act as a light source

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Cave Anglers/Capes should act as a light source

Postby spavaloo » Mon Nov 23, 2020 10:31 pm

Cave anglers have that big shiny lure but it doesn't output light, and neither do the capes. They should emit light equivalent to or slightly less than a torch.
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Re: Cave Anglers/Capes should act as a light source

Postby shubla » Mon Nov 23, 2020 11:06 pm

I think that there are some issues on supporting multiple light sources that probably won't be solved anytime soon.
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Re: Cave Anglers/Capes should act as a light source

Postby MagicManICT » Tue Nov 24, 2020 5:13 am

shubla wrote:I think that there are some issues on supporting multiple light sources that probably won't be solved anytime soon.

It probably just hasn't been tackled yet, but yes, I think you're right in that there hasn't been good support for light sources. I think I last read there was support for up to two sources of light.
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Re: Cave Anglers/Capes should act as a light source

Postby vatas » Tue Nov 24, 2020 10:15 am

MagicManICT wrote:
shubla wrote:I think that there are some issues on supporting multiple light sources that probably won't be solved anytime soon.

It probably just hasn't been tackled yet, but yes, I think you're right in that there hasn't been good support for light sources. I think I last read there was support for up to two sources of light.

IIRC it was three and I once found neat video explaining why lights are hard to render but have never been able to figure out the search query I found it with.
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Re: Cave Anglers/Capes should act as a light source

Postby MagicManICT » Tue Nov 24, 2020 7:06 pm

Lighting is hard to render and there are many books on the matter... all at the $100+ mark. There is some information around the web on coding lighting systems, but its' pretty basic stuff and not much of a start on optimization... at least what I've read. Those that really know the shader systems are keeping it to themselves for several reasons, patents being one of the big ones.
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Re: Cave Anglers/Capes should act as a light source

Postby shubla » Tue Nov 24, 2020 7:26 pm

MagicManICT wrote:Lighting is hard to render and there are many books on the matter... all at the $100+ mark. There is some information around the web on coding lighting systems, but its' pretty basic stuff and not much of a start on optimization... at least what I've read. Those that really know the shader systems are keeping it to themselves for several reasons, patents being one of the big ones.

I'm pretty sure that the basic ideas are available for free at least if you know where to look from... I'm pretty sure that many simultaneous light sources are quite computationally intensive to simulate so you have to do all kinds of workarounds for it to work properly (shadows, transparency comes to my mind first) and even then you may need a beefy computer to run it. Even in "quite recent" AAA+++ games like Witcher 3 I remember some lanterns magically turning on and off depending how far away you are from them.
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Re: Cave Anglers/Capes should act as a light source

Postby AlfredoGaming33 » Fri Jan 29, 2021 12:40 pm

+1
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Re: Cave Anglers/Capes should act as a light source

Postby spavaloo » Thu Nov 16, 2023 6:48 am

I'm bumping this now that the multiple simultaneous light source matter seems to be solved
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Re: Cave Anglers/Capes should act as a light source

Postby The_Blode » Thu Nov 16, 2023 3:30 pm

It'd be neat if stuff like cave batteries also gave off a small glow
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Re: Cave Anglers/Capes should act as a light source

Postby gravesmerch » Thu Nov 16, 2023 4:17 pm

The_Blode wrote:It'd be neat if stuff like cave batteries also gave off a small glow


they already give

and that green mushroom gives a nice light when you put in cellar walls
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