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Full Version: Blog: "Tech feature: Pre-pass lighting"
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Some info on new rendering algorithm.

http://frictionalgames.blogspot.com/2010...hting.html
Pretty cool stuff, being able to do the lighting in a more efficient method. Working with the level editor for HPL2, I've come to realize VERY quickly how problematic optimization can be in regards to lighting, so any little bit of improvement helps!

When you mentioned "terrain" at the end of your post, I swear I got shivers running up my spine.
Just confirm a Penumbra MMOSHRPG already!
Massive Multiplayer Online Survival Horror Role Playing Game
It will be a horde shooter
Will differences between HPL3 and HPL2 greater than between HPL2 and HPL1?
(10-22-2010, 02:37 PM)rini Wrote: [ -> ]Will differences between HPL3 and HPL2 greater than between HPL2 and HPL1?

A bit hard to say actually, but I think a bit less. There will be different kind of changes though so I cannot give an exact answer. Thinking about it, it might actually be considered more changed Smile
Do you have any intent on making an engine feature for crepuscular rays, or possibly particles that correct their appearance for lighting?
(10-23-2010, 10:28 PM)Lee Wrote: [ -> ]Do you have any intent on making an engine feature for crepuscular rays, or possibly particles that correct their appearance for lighting?
You could've just said God RaysTongue
Screw you I'm a professional. >:O

And by the way I mean the real kind like in STALKER, not those God-awful rays that are fake in Crysis.
Regarding nice rays and lit particles:
It is quite possible Smile