So it seems that my old 2017 laptop doesn't support the lighting system required for my new horror game. WebGL stuff. I'm now stuck in between two options.
1) Keeping the lighting dynamic (and much easier to create) but raise the minimum required specs
2) Making all the lighting static (harder to do and weird looking if in motion) but keeping the game playable on potatoes
Anyone got some insight? I'm genuinely not sure which to go with.
@EdBoatConnoisseur can't, it's what the engine uses
@tobias @EdBoatConnoisseur yeah i could use individual static images instead, it would take a lot more work, look more accurate, but it wouldn't be dynamic.
how are you doing the lighting tho? volumetric or raycasting?
cuz ya could do something "stupid", where you got volumes of afflicted light (volumetric) with a function that doesn't calculate anything, only consults a pre-calculated table of values with brightness and tint (for the light source color) for a range of radiuses from the center of the light source, it would just require creating a couple of primitives (cilinder, cone, sphere), crunch some values that work okay enough for each range of radiuses from the figures, then make every light source into one of the 3 volumetric primitives.
dunno what to do in order to avoid banding other than perhaps add a "fuzzyness factor" at the start of every brightness range where, say for the first 0.100 vector units of a radius range the final brightness value is multiplied by a random value capped between 0 brightness to the max brightness of the range, such multiplier random number doesn't even need to be a true random number and could just be taken from an array doom style where you just got everything that requires a random number getting it from the same array, that approach should (at least in my mind) make the edges of the brightness ranges look fuzzy or at least dithered enough to fake a gradient.
@EdBoatConnoisseur @tobias i have no idea man i'm not smart enough for that, i'm just using the plugin xD there is a reason i use rpg maker instead of anything else lmao ![]()
@EdBoatConnoisseur @tobias so upon further inspection, it looks like the spot lights work just fine but the point lights don't. this is still on my laptop, it works as intended on my desktop. it's gotta be some sort of driver limitation or whatever.
first photo is point light, second is spot light.
@tobias @EdBoatConnoisseur yeah that's way out of my depth lol
@beardalaxy @EdBoatConnoisseur but the approach and the methods. that's the thing.
huh