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FluffyQuack
FluffyQuack

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Diablo mod progress - Lightmapping

This is a more up-to-date version of the lighting from my previous Diablo post. I've now made all of the ingame graphics be hardware rendered (though a few features haven't been replicated yet, like "palette swapped" enemies and colour cycling for water/lava). And that made it possible to implement lightingmapping in a better way (the lightmapping lights up floor, wall, and ceiling tiles in different ways).

It still needs a lot of work, though. The hardware renderer isn't finished quite yet (needs the features mentioned above, and there's also some UI stuff which isn't rendered in HW yet) and I need to make sure lightmapping works with all tilesets.

One downside right now is the performance. I'm implementing this using SDL GPU functions, and turns out they're rather limited (no shaders, no multi-texturing, etc) so I'm applying the lightmap in very inefficient ways. At 1280x720 I get around 100fps (and that's on a relatively beefy computer). If this was implemented correctly, the framerate would probably be 10 times higher.

Diablo mod progress - Lightmapping

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