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

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