Do with this information whatever you like.
But in general this is a lost jedi technique from the 90s for me. Not bad for performance too.
Here is some level test. NO Lights in the scene! The whole light baking takes 1 second!:
i had always thought of using vertex colors for ambient occlusion till i learned about the abilities of of GLB files as a whole.
Yes…it seems so, but yeah, this isnt the n64, i cant think of a reason for using this really. Its recommended to just use real lights in gdevelop, and real ambient occlusion
can you think of a use for this? id be curious to use this if theres a reason
maybe vertex alpha is really helpful? it would be better if gdevelop had a better method of writing shaders
(btw, if you want this to look less like an e3 2006 source engine demo, you can use tonemapping)
C’mon man, this is the gold mine of the 90s vibe For me this look alone brings memories. On mobile I am experience a noticeable frame drop when I add more than 30 lights. With this I can build whole night city that runs like butter, and with little tweaks I can have ordinary lights too. I am interested about what you mean by tonemapping?
Funny. In Unreal engine I was trying to achieve exactly this pure stripped of tonemaping look and it was impossible to completely turn it off and all of the special modern texture treatments, in order to feel like the old games. But yeah, not bad to know I can add tonemaping too.
also i hate to admit that i really like how it looks with tonemapping on lol. it looks so interesting with it on. It feels like seeing an old video game printed with CMYK in an old magazine
Influences and preferences I guess? talking about racing game, I am in love with what many would call “garbage graphics” Star Wars Episode I: Racer, exsactly because of the piercing vivid colours and the contrast that are lost in modern graphics. And the low res blurry maps. Are you going to add rival AI in your racing game btw? I tried, but the current move on spline workflow is terrible, while the other option of 3d pathfinding is literally freezing my scene on more complex roads.
Well…i actually already did do that. I just made the car follow the other car lol. what did you do for path finding…? i just calcuated the distance and moved it towards the car with a force
You did what? The other cars are attracted to your car via 3d pathfinding? Hmmm. I didn’t think about that. Doesn’t this gets performance heavy if they are far behind? and how even they navigate on more complex roads just with force, do they even have car-like movement? And the big question - how they overtake you? I was experimenting with this by Pandako https://pandako.itch.io/pt3 and I did the whole overtaking and rubber banding logic and laps. But I want more than 6 rivals, and with this extension is simply impossible to create more complex splines, its just ridiculously hard to copy-paste each spline point manually. All this can be fixed if proper splines are implemented in Gdevelop ugh…
Would love to see them move? are they 3d physic characters or physic cars or just basic 3d physic objects? And what is your car? I left the physic car idea it was behaving too weird on more bumpy geometry.
it might not be for you.
baked lights are awesome and it depends heavily on what the developer wants, specially when considering that the dynamic lights on gdevelop aren’t that great in perfomance, you can say is not for your needs, but it is an valuable knowledge lyu passed to the community.
This is very cool, but I wonder how one would make a separate object dynamically change lighting based on the vertex colors on the geometry around them
“gdevelop shadows” are actually three.js shadows, however could probably be fixed. What issue are you facing with the shadows? because a common mistake people make is forgetting to change the shadow bias, causing “ringing” or a look of interference in shadows.
I have been experimenting with three.js shadows but nothing really satisfies me, it’s like you either settle with one issue or another, but you can never fix it unless you’re okay with jank. You can see these issues on most official GDev examples.
You either have shadow bleeding, OR you add shadow bias which adds a very notable separation between the shadow and the object, no matter how low it is.
You either increase the shadow frustrum enough so that far away areas still have shadows but the shadow map renders at a very low quality, OR you decrease the frustrum giving you more quality, but now anyone with eyes can see where the shadows cut off (unless you add a Silent Hill fog I guess but that doesn’t fit for every scenario).
I’ve been debating whether to have shadows in my game at all.