The big problem with this, thus far, is finding a good balance between # of shadow states and rsc size. 9 shadow states looks pretty good for a BYOND game, but it also yields a rsc increase of ~1.8 mb.
On the flip side, 4 shadow states is easily less than .2 megabytes but doesn't look quite as sexy.
#2 Jun 6 2010, 5:53 am (Edited on Jun 6 2010, 8:30 am)
Yes, but these shadow states are applicable in EVERY situation with single-colored lighting. Whether you have a not so bright light next to a really bright light or a large number of lights huddled together or whatever.
I will post screenshots for 4 show state lighting (<0.2mb) in a few minutes
The problem with using 8 shadow state calculations with 4 shadow state graphics is that there's a possibility of graphical artifacts in certain situations.
On the flip side, 8 shadow state calculations with 4 shadow state graphics generally produces graphically pleasing results without the enormous icon size.
It's really up to the developer what settings they end up using.
The big problem with this, thus far, is finding a good balance between # of shadow states and rsc size. 9 shadow states looks pretty good for a BYOND game, but it also yields a rsc increase of ~1.8 mb.
On the flip side, 4 shadow states is easily less than .2 megabytes but doesn't look quite as sexy.
Do you mean rsc increase as in disk space used or memory used?
If disk space: Then just have them generated on a per-server basis by the library so the download is smaller.
To be honest, 1.8 mb isn't that big a deal to me at all.
No person in his or her right mind would do that. The reason being that this generates X^4 icon_states in the shade icon, where X is the number of shadow states.
This comes to 256 icon states for a 4 shadow state icon, which is 262144 pixels being drawn (the server will lag)
It's 4096 icon states for a 8 shadow state icon, which is 4194304 pixels being drawn. Not even the core i7 will be able to churn that out in BYOND without stuttering.
These numbers vary, of course, depending upon the icon dimensions for the game. I'm currently using 32pixels x 32pixels
If disk space or rsc size is that big of a deal, just use a lower number of shadow states for the graphics.
No person in his or her right mind would do that. The reason being that this generates X^4 icon_states in the shade icon, where X is the number of shadow states.
This comes to 256 icon states for a 4 shadow state icon, which is 262144 pixels being drawn (the server will lag)
It's 4096 icon states for a 8 shadow state icon, which is 4194304 pixels being drawn. Not even the core i7 will be able to churn that out without chugging.
These numbers vary, of course, based upon the icon sizes used. I'm currently using 32pixels x 32pixels
Well you could provide some sort of console for generating these states outside of a game with little rests in between each state so your processor doesn't "chug" but might "lug" instead.
The library already has a function for generating these icons.
If I release it, I'm intending for the developers to use the library to generate the icon and then move the icon into their project.
Also, I'm not familiar enough with the .dmi format to write a third party application to generate these. ;]
This book I read, D4rk3, says that prime numbers are like the heartbeat of mathematics -- but it is a caffeine cocktail-induced heartbeat. In my humble opinion, a caffeine cocktail-induced heartbeat is not orderly or sequential. But I should consult a biology PhD before coming to any conclusions.
All right, after a few hours of attempting to recreate a similar effect I can't seem to get it right. You've got to release this, at least show what you have so far.
#16 Jun 8 2010, 6:00 am (Edited on Jun 8 2010, 6:07 am)
Does your system draw circles then auto join(basicly)? Heck, does it even auto join or is it just very soft light fading? Very nice by the way. I'm jellous =(!!!
On the flip side, 4 shadow states is easily less than .2 megabytes but doesn't look quite as sexy.