dev_todo:lighting
Table of Contents
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)
- Illuminated walls should only appear illuminated to those on the illuminated side.
- 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)
More information
dev_todo/lighting.txt · Last modified: by 127.0.0.1