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Feb 29 2016 20:29
' ^—-----These rects --——^
Those should be walls that continue passed the camera and need to be shaded as such.
Right now, it makes it look like there are openings to the sides of the player.
Feb 29 2016 20:41
Would darkening those when they are actually left or right of the player work? Lol
Seems simple enough
Feb 29 2016 20:44
This is less confusing. Now you can actually see there is a legit hallway up and to the right.
Let me double check that I’m not just getting confused by the layout of the map.
Feb 29 2016 20:49
Yeah you are correct!
its this shape |-|
nvm the formatting didn't stay, but you are correct.
Feb 29 2016 20:54
In terms of actual shading. You should be using a static directional light.
That means, even if the player is rotating within the world, the shading of the walls should not change.
Feb 29 2016 20:56
i have a plan to do that Using the player's direction. that would work easily right?
if hes facing north shade one way
then if hes facing south shade it differently to make the same lighting appear
Feb 29 2016 20:56
It will be confusing with how your code is organized, because technically the
will change based on what direction you are looking.
But if you are thinking about the level as a whole, each wall will always be the same color no matter what direction you are looking.
Does that make sense?
You’ll have to be swapping wall colors in your script to make it visually more consistent.
All walls facing EAST will always be the same color, but since the camera is rotating in the world, those EAST facing walls will not always be on the left side of the screen.
Feb 29 2016 21:00
I'll hit you up when i rewrite it
Feb 29 2016 21:02
It’s Visual Perception 101. You’ll be surprised how much of our eyes and brain evolved based on things be lit by the Sun (a directional light source).
Our perception of rotation and position are all based on that.
Feb 29 2016 21:03
Interesting! We talked about that in Art/Design 2
Feb 29 2016 21:04
Most optical illusions abuse that fact.