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Squat
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« Reply #17 on: October 11, 2008, 03:13:54 PM » |
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I had another thought. I have been scheming on a way to get a really beautiful looking day/night cycle that looks photo-realistic, complete with blury shadows, but can run on any computer.
The concept was to render lightmaps at the various stages on duplicate meshes and create them incrementally enough to give the movement illusion while using general fading to aid the transitioning. I know, it's kind of stupid. But as long as the code only has one or 2 geometries visible and 4 loaded at a time for it, there shouldn't be much lag and it should be somewhat be convincing.
This would, however, need to be limited to one main object such as the terrain. Object interiors won't really work.
The drag is that it's going to take a million years to render that for just the terrain, let alone every house, castle, rock and tree. Secondly, it's going to run fine real-time, even if you did 360 meshes for every 1 degree, but your game directory is going to be 500TB of geometry and lightmap textures. The less you make, the choppier it is.
It wouldn't take too long if you had 360 people all do their one degree, or 36 people do 10 degrees each, or 3.6 people that do just 100 degrees.
Either way the effect is going to be a VERY tough one to balance for performance.
Barring any sudden, drastic changes to the shadowmapping, you're going to most likely be stuck with blury or no shadows at all on a truly full and dynamic day/night cycle. The rest of the lighting, however, will be dreamy.
My plan is to attempt and make 2 general lighting schemes for day and night that are lightmapped differently. I also have lights that can be turned on and off and this is where I want to try to transition separately lightmapped meshes onto already lightmapped meshes. Each light can turn it's own shadows on and off.
If I add the lightmapped meshes on top of a base mesh that has only the color and give them a perfectly white surface with 100% luminosity and set the whole object to multiply, I'm hoping only the darkness of the lightmaps shows through. If there are coplanar clipping issues, I can use normal offset and layer as many as I want with full control over visibility.
I have to run some basic tests on the concept, if I get it working I will show how.
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