codingmonkey wrote:This is absolutely great!
So how yours level are builded? Did you use modularity for level assets or you are use one solid mesh for rooms ?
Did you trying use occluder option for walls to speed up rendering ?
Do you planning use shadows ?
rasteron wrote:Nice! this reminds me of Doom
Enhex wrote:I'd like to use lightmaps + light probes.
Bananaft wrote:Why? Why so many people want to use baked lighting? It's a lot of work to build and support, it's hard to work with, has lots of limitations, requires rebaking on every change in the level. And all that for pale, washy, inexpressive and absolutely static result.
While with deferred lighting you can have flickering and blinker lights, moving lights, put a point-light on every projectile, weapon flash, hit effect, you can make every light on the level breakable, you can have enemies with flashlights looking for the player in the dark.
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