tag:blogger.com,1999:blog-736684970174462098.post7964646636175209519..comments2023-11-03T02:36:41.872-07:00Comments on FPS Creator Reloaded: Monday and Tuesday BacklogginAnonymoushttp://www.blogger.com/profile/00942934253243738809noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-736684970174462098.post-22425479358227604022013-05-31T20:14:04.373-07:002013-05-31T20:14:04.373-07:00We need the maximum number of lights and shadows t...We need the maximum number of lights and shadows to be configurable (no maximum, entirely up to the user).Clonkexhttps://www.blogger.com/profile/01090082045412254311noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-55474629192707849142013-05-29T12:30:31.809-07:002013-05-29T12:30:31.809-07:00I'm happy with at least one dynamic shadow sou...I'm happy with at least one dynamic shadow source (closest to the camera). In fact best to leave it configurable in the settings.Olbyhttps://www.blogger.com/profile/17306829025245426266noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-88849745550695665032013-05-29T12:13:54.853-07:002013-05-29T12:13:54.853-07:00Deferred Rendering does not say we get dynamic sha...Deferred Rendering does not say we get dynamic shadows.<br />I would love that feature, but that's not what a deferred renderer does exactly.<br /><br />But I hope we get up to 8 dynamic shadows by lights of the renderer soDarkGoblinhttps://www.blogger.com/profile/02037600615032382063noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-76191504577206221392013-05-29T11:18:28.946-07:002013-05-29T11:18:28.946-07:00I'm really pleased to see Lee is going with a ...I'm really pleased to see Lee is going with a deferred rendering approach. It makes sense in a lot of different ways.<br /><br />FPSC has always needed dynamic shadows for it to be considered a true modern game engine so that is essential to this version.<br /><br />I think the approach being taken is sensible and the right choice. Lets not improve every other aspect of FPSC and then stick with the old static lighting and shadows. That would be a huge mistake.<br /><br />Getting the lighting and shadows engine done correctly now is a high priority.Nomad Soulhttps://www.blogger.com/profile/14981728015213669001noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-1285803483725905282013-05-29T03:34:53.698-07:002013-05-29T03:34:53.698-07:00I'm really impressed with the amount of though...I'm really impressed with the amount of thought you are giving FPSCReloaded. If this remains throughout the entire development I think we could really see some enormous advances in the project.<br /><br />I shan't lie, I am not great in the technical field of programming and this lightning system is not entirely clear to me. I think unless it is tested we cannot truly see the impact on performance for the game. From what I've read, people seem to think it will hit the performance rather hard, but perhaps we need to look at this relatively. People who we target out games to are not going to have the machines they did years back when FPSCreator was in its prime.<br /><br />If this technique of lighting is quite commonly used then I see no reason for it not be the system that FPSCreator Reloaded uses.<br /><br />The only major thing that I want any lighting system chosen to do is to be capable of rendering dynamic shadows and spotlight cones so an industry-standard flashlight can be created.Huknarhttps://www.blogger.com/profile/08340997545765504205noreply@blogger.com