Umm...if you haven't played OTA, it said that the war was going on for 4000 years...Snipawolf wrote:I don't think i will have radar jammers in my mod, I mean, IT IS SUPPOSED TO BE FUTURISTIC! There shouldn't be a counter for everything... I mean, if the war started a short while ago, how does the enemy have information on ALL of your stuff, thus making counters for everything!?
I have an idea, radar and jammer levels!
Level 1 jammer blocks level 1 radar but won't block 2 or up!
So on and so forth!
Day and night, unit lights?
Moderator: Moderators
- Shadowsage
- Posts: 73
- Joined: 01 Dec 2005, 05:50
Re: Day and night, unit lights?
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
Actually they are calculated once and stored in a shading texture stretched across the map.why are terrain shadows and lighting recalculated if they dont change and the sun stays at the same intensity/colour/position? Shouldn't they only be recalculated when the terrain changes and for moving objects/features???
Thats just the shading though, not the actual shadows.jcnossen wrote:Actually they are calculated once and stored in a shading texture stretched across the map.why are terrain shadows and lighting recalculated if they dont change and the sun stays at the same intensity/colour/position? Shouldn't they only be recalculated when the terrain changes and for moving objects/features???
Not to mention that your new map format obviously supports moving lighting. But nice tryDas Bruce wrote:Thats just the shading though, not the actual shadows.jcnossen wrote:Actually they are calculated once and stored in a shading texture stretched across the map.why are terrain shadows and lighting recalculated if they dont change and the sun stays at the same intensity/colour/position? Shouldn't they only be recalculated when the terrain changes and for moving objects/features???

Still the thing is, we take a roughly 75% framerate hit for ONE light source when shadows are turned on. If individual units each had their own light source, or (gulp) a pair of headlights, it'd be a slideshow. A very, very pretty slideshow.
Zaphod, how much trouble would it be for you to make your terrain demo program have a key for adding light sources? This would give us a tool to see how much of a performance hit the game takes with every additional one. And maybe the ability to spawn stuff...
Earth2150 did it without even flinching, surely it can't be that bad.mehere101 wrote:Reading where this topic is I would say that dynamic lighting a world for headlights will kill every computer for the next 10 years to come. Why not just use some nice sprites that are cast onto the ground making it look like it has rt lighting?
Bruce, it isnt that doing it is hard; its doing it well, in other words, optimizing and tweaking every last function call, that is time consuming. We're quite fortunate that Spring is as far along as it is, considering how few people are working on it - compare to the hgundred or two hundred that may be working on Earth2150 or Starcraft II or whatever.
Would require transparent textures, something that is not yet possible.mehere101 wrote:Reading where this topic is I would say that dynamic lighting a world for headlights will kill every computer for the next 10 years to come. Why not just use some nice sprites that are cast onto the ground making it look like it has rt lighting?
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49