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RTG - The Ray-Traced Game

5 years ago

Example of level building and how lighting is affecting visual quality


Hi All,

Was working on another prototype level. This time focus was to start programming first 'puzzle' (or level building) elements for the game.

Before getting to main devlog entry covering last batch of work more deeply (with some fancy animations too), here's short story how level was built and how lighting affects output visual quality.

1. only ambient light - everything looks flat (maybe I'll add some ambient occlusion later in development or in RTG 2 )

2. darker ambient and added one strong point light (with weak attenuation) - just one light brought brutal change

3. all switches have small lightie (red or green depending on state) with strong attenuation - so they do just small 'local' environment illuminations

4. finally added 2 more lamps (one white at bottom of the level, one red at exit door) - just to add even more depth to scene

Note: those reddish vertical walls are doors and black part of the floor in front of player is elevator. Both are now changed to look more 'final'.

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