If you need something to read before bed Josh, look no further:
http://dice.se/publications/a-real-time ... hitecture/
I love the stuff your doing with your engine and the game you are building (of course). I do not say you should/need implement Real-time Radiosity ... but maybe it can inspire you when you write awesome render code
Best regards
code
PS: Ok ok, thats a monkey and I'm a ape
Post
Tue Dec 02, 2014 5:14 pm
#2
Re: A Real-time Radiosity Architecture
Radiosity is nice in an environment where you will be likely to have light come from indirect sources.
ie. In a building not out in space.
Now I totally agree that this is a cool method. And looks like it can be used to simplify lighting solutions for level designers.
Hopefully after Limit Theory Josh looks into upgrading the engine to support indoor environments better through radiosity and faked-caustics.
Although caustics would be amazing for Ice fields. Having light refract and reflect plausibly would look amazing.
ie. In a building not out in space.
Now I totally agree that this is a cool method. And looks like it can be used to simplify lighting solutions for level designers.
Hopefully after Limit Theory Josh looks into upgrading the engine to support indoor environments better through radiosity and faked-caustics.
Although caustics would be amazing for Ice fields. Having light refract and reflect plausibly would look amazing.
<Cuisinart8> apparently without the demon driving him around Silver has the intelligence of a botched lobotomy patient ~ Mar 04 2020
console.log(`What's all ${this} ${Date.now()}`);
console.log(`What's all ${this} ${Date.now()}`);
Post
Tue Dec 02, 2014 7:39 pm
#3
Re: A Real-time Radiosity Architecture
Imagine being able to fly through a large iceteroid....Silverware wrote:caustics would be amazing for Ice fields. Having light refract and reflect plausibly would look amazing.