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  1. #1
    Wow that's really cool.
    Thanks.
    Just 1 thing, are the circles and squares meant to be colored by the light too?
    Yes. Its because of color blending. Objects in demo absolutely white, and they get light color.
    For example color blending of a box and purpure light:

  2. #2
    Quote Originally Posted by Vad View Post
    Yes. Its because of color blending. Objects in demo absolutely white, and they get light color.
    I can now understand what you mean. The lights themselves are the only way to make any objects come visible. It's pretty cool idea and looks to be working well.

  3. #3

    Post Last updates of LightEngine2D

    Last updates of LightEngine2D.

    You can download source code and demos here.

    New in 1.1 version:
    - Added 3 demos.
    - You can create any shapes using le_GetNewGroup:

    (it means that you can combine convex polygones and circles to create shape that you need)
    - Chipmunk physics support (demo3).
    - English comments.
    - uObjectsManager.pas for saving objects in files (demo4).

  4. #4
    LightEngine2D was updated and placed on extras-page

    New in version 1.30:
    -Soft shadows added.
    -Sector lights looks better now.
    -Render optimizations:
    Demo2 with 450 objects (150 circles and 300 boxes) on Radeon 4890HD
    v1.20 - 965fps (render time - 0.91; update time - 0.48 )
    v1.30 - 1148fps (render time - 0.72; update time - 0.49)
    v1.30 (soft shadows) - 834fps (render time - 0.97; update time - 0.81)

    What was new in version v1.20:
    -Updated to ZenGL revision 1045 (camera fixed).
    -Dynamic compilation fixed.
    -Render and processing optimization:
    Demo2 with 450 objects (150 circles and 300 boxes) on Radeon 4890HD
    v1.10 - 425fps (render time - 2.17; update time - 0.70)
    v1.15 - 965fps (render time - 0.91; update time - 0.48 )
    -Direct lights added.
    -Some changes in syntax of API.

    Last edited by Andru; 16-02-2011 at 10:02 PM.

  5. #5
    Thats the definition of awesome!
    From brazil (:

    Pascal pownz!

  6. #6
    Very Awsome!

    This may works with Direct3D and older video cards also? What is the requeriment?

  7. #7
    Quote Originally Posted by wagenheimer
    This may works with Direct3D and older video cards also? What is the requeriment?
    For now there is only OpenGL render, but when I will get more free time, I will start work on Direct3D version But I don't know how it would work on old Intel's(or very low-end videocards), because every light source need it own render target, and this is little bit heavy.

    Update: using internal ZenGL convertation from OpenGL to Direct3D(but it still little bit buggy with depth buffer...) I had have got only ~83 fps on Intel 965 Express in demo01(with 5 light sources), so I think this is definitely not for old Intel i865 and so on, where heavy fillrate will show slideshow
    Last edited by Andru; 17-02-2011 at 12:54 PM.

  8. #8
    Great update!
    The scrolling screen and chipmunk physics code will come handy to me from those demos
    With Intel GMA HD
    GL_RENDERER: Mesa DRI Intel(R) Ironlake Mobile GEM 20100330 DEVELOPMENT x86/MMX/SSE2
    GL_VERSION: 2.1 Mesa 7.9-devel
    on Ubuntu 10.10 I get from 40 on a first demos and 60 on two last ones.

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