Back to the lighting past.
OK... it's back to the way it was for lighting. It turns out that although Vulkan can handle 100's of point 2D light's Godot can only handle 15 unique light interaction per node. This basically hard limits 2D point lights to 15 lights in an area. This reveals itself as artifacts or glitches in the render when more then 15 lights are interacting with a node. This makes it impossible to light every ship in the game. So it's back to the way it was essentially with a better use of the 2D point lights available.
I have begun to rework and finalize some of the specular maps, reduce the number of point lights that can basically be seen in a zoomed out 4K view to 15 or less and tweak the tileset and lighting attributes. I am basically trying to lock-in the look going forward.
I will have a video soon showing the recent lighting changes.
More soon...
Vidiot_X

Phoenix Universe of Space Combat
Phoenix USC -Space action combat MMO.
| Status | In development |
| Author | Vidiot_X |
| Genre | Action |
| Tags | 2d-shooter, combat, i-os, linux, mmo, monkey2, Space, Top down shooter, windows |
| Languages | English |
More posts
- Line2D navigation path working!56 days ago
- Navigation lines and bots.58 days ago
- Development Snapshot Video 9/25 - New normal and specular maps. Map, lighting ch...63 days ago
- Overhead lighting.65 days ago
- The subtle art that is ISO.68 days ago
- Specular and Normal maps do the trick. Huge difference.69 days ago
- Map streamlining and lighting.70 days ago
- Lighting changes.72 days ago
- Bot navigation polygon's and bot navigation.74 days ago
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