Hello there fellow Hearthlings,
I think there was a limit to how many light sources are beeing calculated in terms of where shadows will be and stuff like that.
So the Questions I have are:
how many light sources are simulated at once? And,
is there a way to alter that number?
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Light sources
2, and no. At least, not unless you're really good at modding OpenGL and Java code. The client is open source, so feel free to check out the Client Source Code information
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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vatas
- Posts: 5255
- Joined: Fri Apr 05, 2013 8:34 am
- Location: Suomi Finland Perkele
Re: Light sources
Light and shadow effects are one of the more complicated/resource-intensive parts of video game graphics. Or at least according to this article.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Light sources
10 year old article... nothing like a fluff piece for the next gen games of 2007.
There are some more modern, in-depth articles on the matter if anyone cares to read. Lighting calculations are still done mainly in CPU, not GPU. All though PhysX, OpenCL and other standards allow for them to be done in GPU, the GPU is usually busy enough calculating the rest of the rendering pipeline, such as vertex calculations and texture mapping, and physics for various things.
There are some more modern, in-depth articles on the matter if anyone cares to read. Lighting calculations are still done mainly in CPU, not GPU. All though PhysX, OpenCL and other standards allow for them to be done in GPU, the GPU is usually busy enough calculating the rest of the rendering pipeline, such as vertex calculations and texture mapping, and physics for various things.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.