dev_todo:lighting
Revamp Lighting
Possible Ideas
colored lighting (use hue/saturation for color info, 5 bits for hue, 3 for saturation)
more lighting levels (4 to 12)
light levels should be calculated/stored on a per map basis, not per player.
Add ambient light level map attributed.
Change darkness map header to light threshold - if light below that level, space can not be seen.
Add partial darkness, so jungle may not completely block sight, but make it harder to see beyond it. In a sense, they decrease light level/visibility more than 1/space.
send client location of light source (negative values indicate space partially blocks light)
ability to only light one direction
Monsters that hate/are hurt by light
hooks for scripts
Lighting shouldn't go through walls (the wall itself would have to illuminated however)
Make elevation affect LOS - if you're on the tallest mountain, should be able to see things around, etc.
If we do this, shouldn't we make elevation for all objects, used to make slight adjustments to the lighting projected by the object (from top view, if a light source is higher elevated, though the lighting pattern on the ground would be dimmer, it would fade as it moved sideways slower)
dev_todo/lighting.txt · Last modified: 2006/11/14 14:24 (external edit)