Floors and new darkness technique
Dungeon Crawler » Devlog
- Implemented proper floor rendering
- Reworked the darkness tech using various dithering techniques
Files
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Sep 27, 2022
Dungeon Crawler
Experimental Dungeon Master engine
Status | Prototype |
Author | Deepnight Games |
Genre | Adventure |
Tags | 2D, 3D, Dungeon Crawler, Exploration, First-Person, FPS, gridder, Prototype |
More posts
- LightingSep 20, 2022
- Vegetation testSep 19, 2022
- Moving objectsSep 18, 2022
- Lighting reworkSep 17, 2022
Comments
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Cool ! You are reaching a typical artistic problem with flat surface lighting in those kind of games: Surfaces front to the lights are brighter than others. I think it's very visible on the first image. The walls are brighter than the floor and it become even worse with fog.
I suspect it's related to color linearization: before do lighting computation linearize your values with pow(value, 1/2.2), then do your lighting computation, then do a pow(fb_value, 2.2) on the whole frame buffer. The lighting contrast shoud be less visible. It's then up to you to use a nice curve for frame buffer output.
You can also keep the current way as an assumed retro style. :)
Keep the good work.