Aure7 Posted July 23, 2014 Share Posted July 23, 2014 (edited) Sorry but this really bothers me, some planets have lighting matching though (earth I think). I know that most of the lighting is calculated when the level is created, in this case the player ship (baking shadows?). You can even see that moving ramp has shadow stuck onto the surface instead of being cast where it should be. I'd be very grateful if you simply baked a different shadow map for each of the sun positions, if that wouldn't slow down loading times of course. Not only that, player shadows seem to be just randomly popping everywhere to random directions, never matching the sun. Player shadows DO match in the actual levels most of the time, but not in the player ship. Also, I gotta say skybox in the void is beautifully animated, but i'd be cool if it had no definitive shadows but ambient blue/cyan light in the ship. This would probably mean a different lighting map for each of the planets, stored in the game files and used as necessary, but I am not sure if this is simply how engine is built, or is it way more effective in this case, or if dynamic lighting is super demanding in this particular engine (because come on, it is used a lot these days in games). If dynamic lighting is not that big deal to implement, it would be awesome to have it in the player ship. Also even though the ship is orbiting, it bothers me that the sun is stuck in the sky meaning that the ship is not actually orbiting at all. Full day/night cycle in the ship as it orbits would be possible only in dynamic lighting. But it would be freaking amazing. Edited September 10, 2014 by Aure7 Link to comment Share on other sites More sharing options...
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