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#1 2020-09-23 23:06:57, last edited by Minisaurus (2020-09-23 23:16:31)

Minisaurus
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EEU with dynamic lighting

I has been wondering since ever how would EEU look if it were affected by its light sources. I can´t really do it as I am a novice in 3D softwares.
This is a really rough example of what I mean.
lrfmsfn.gif

It would be interesting if the smiley and objects were rendered in a 3D engine so the lights really affect the near objects,
Theoretically it is possible but might be really hard to implement.
It would be a 2D game powered by a 3d engine renderer or something like that.

For sure someone with more experience in 3D softwares can present a better example of this.
I think that would be the ultimate EE franchise graphic resolution with dynamic lighting.

Something like this:

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#2 2020-09-23 23:11:51

TaskManager
Formerly maxi123
From: i really should update this
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Posts: 9,465

Re: EEU with dynamic lighting

There's actually a leaked screenshot from Everybody Edits 3D Early Alpha with raytracing enabled
unknown.png


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#3 2020-09-23 23:18:15, last edited by Minisaurus (2020-09-23 23:30:54)

Minisaurus
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Re: EEU with dynamic lighting

TaskManager wrote:

Everybody Edits 3D

I am talking about 2d graphics being lighted using dynamic lights. (And that would be accomplish by using some kind of 3d renderer I assume)

#4 2020-09-23 23:35:20

TaskManager
Formerly maxi123
From: i really should update this
Joined: 2015-03-01
Posts: 9,465

Re: EEU with dynamic lighting

Just lock movement to a single plane ezpz


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#5 2020-09-24 03:30:44

N1KF
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Re: EEU with dynamic lighting

the last few weeks I've been toying around with the idea. What a coincidence! For this to work, lighting and shading would need to be removed from the sprites, instead being replaced with normal mapping. This would take a heavy overhaul of EE graphics but I think the results would be well worth it. The mapping for a single block can be reused for different colors of the same block (since the texture of the block is the same), allowing lots of work to be cut down on manually finding the perfect lighting or shading for a block.

The idea isn't as absurd as it sounds. It's not restricted to 3-D graphics, or even realistic graphics. Here's an example with stylized pixel art (click the images to view their pages):

V4D9S.png

Here's what a texture and normal map could look like side-by-side.

3d33f3aca96f64fef6482f0634a1b87d.png

This is what it's like to manually make a bump map for pixel art. Despite the name it's specifically about normal mapping. Bump mapping can be even simpler, though if I understand it correctly, it wouldn't work as well for directional slants like those on the Beta/Beveled blocks. There are even bump map generators, though I don't know how useful they would be for EE graphics. For example:

48be0a43ed0948f98fdabd2c250a0798_large.png?1413976836

Overall, dynamic lighting could do a whole lot for EE. Lights in EE have been suggested before, and would allow for more atmospheric levels. Imagine colored lights like with vibrant orange sunsets, a radioactive green glow, or the dark abyss of the ocean. Or of course, you could also just put an omnipresent top-left light in your level for that classic EE feel.

This is the ideal EE. You may not like it, but this is what peak performance looks like.

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#6 2021-02-03 22:26:38

N1KF
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Re: EEU with dynamic lighting

I'm just going to bump this topic because EE's getting yet another graphics overhaul. Just in case some of the ideas here appeal to EE's new development team. Y'know. //forums.everybodyedits.com/img/smilies/wink //forums.everybodyedits.com/img/smilies/wink

oh my goodness please don't miss this chance

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#7 2021-02-03 22:53:50

Tomahawk
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Re: EEU with dynamic lighting

With 5 developers EE!'d better have RTX support.


One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.

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#8 2021-02-10 09:03:41

Gosha
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From: Russia
Joined: 2015-03-15
Posts: 6,211

Re: EEU with dynamic lighting

Dynamic 2d light is a must-need for a 2d platformer game. It improves the experience a lot.
But baking normal maps for each texture is a lot of work that could be done much later in the development.
Right now a simple cut-out method would be cool. It would take a couple of days to implement and debug
Here is a cool article from Celeste development: https://medium.com/@NoelFB/remaking-cel … 478d6f10bf
sneak peek: cutout on the left and simple lighting on the right:
1*EzapJgvWY8uM3LviqRUmDA.png

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