Real Vision - PGR Basics
Well, aside from graphics- i've been trying to come up with concepts for different systems. One that's been in my attention is vision. Vision based on direction, distance, and attributes to be exact. What i've come up with is a set of 20 gradients and an idea that a light source changes its surroundings by subtracting the total light value to determine how much light is darkened. Of course this isn't original, and everyone else has already thought of it, but i'm wondering if it's logical.
I'm not sure if it would be uber laggy, and cause the game complete shutdown- or later in opacity of next version just blow up a game.

This would be the downward view, at complete darkness of night. This is set values ranging from 1-20. 21 would be black and 0 being no dither, but i didnt put it in the image. I've made a set of digits symbolizing position of different dithers, at all directions.
Oh, and this view is also basically looking over your shoulder, just to make it not so annoying. Behind you is your real blind spot. Although, as objects and enemies come around- it would be great if the objects were unidentifiable with a shady version that changes as it circles you, not too many states. And just vanishes at blind spots behind you and to ear angles. This would allow for different skills of stealth, sneak attacks, etcetera.
At different times the dither value would be reduced thus allowing even more to be clearly seen, at night- the opposite. Torches, light posts, etc would also reduce the value, and maybe add alterations in the light color itself with RGB.
Anyways, this would also be able to allow blinding of one or both eyes and reflecting that on the screen. All of this would be basically altering a few basic values of the default dither overlay.
I don't know, i just felt like posting something i was wondering about ,if this is plausable or even pointless. That's all.
I'm not sure if it would be uber laggy, and cause the game complete shutdown- or later in opacity of next version just blow up a game.

This would be the downward view, at complete darkness of night. This is set values ranging from 1-20. 21 would be black and 0 being no dither, but i didnt put it in the image. I've made a set of digits symbolizing position of different dithers, at all directions.
Oh, and this view is also basically looking over your shoulder, just to make it not so annoying. Behind you is your real blind spot. Although, as objects and enemies come around- it would be great if the objects were unidentifiable with a shady version that changes as it circles you, not too many states. And just vanishes at blind spots behind you and to ear angles. This would allow for different skills of stealth, sneak attacks, etcetera.
At different times the dither value would be reduced thus allowing even more to be clearly seen, at night- the opposite. Torches, light posts, etc would also reduce the value, and maybe add alterations in the light color itself with RGB.
Anyways, this would also be able to allow blinding of one or both eyes and reflecting that on the screen. All of this would be basically altering a few basic values of the default dither overlay.
I don't know, i just felt like posting something i was wondering about ,if this is plausable or even pointless. That's all.
Posted by Karnlor on Saturday, October 14, 2006 08:08PM
- 2 comments
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(Edited on Saturday, October 14, 2006 08:15PM)


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#2 Shadowdarke:
Stevenw9 just showed me this post. It's a very interesting concept.
To D4RK3, this doesn't quite fall within the scope of sd_DAL, since these are vision effects seen by the individual. sd_DAL only applies to luminosity seen by everyone.
I don't know how reasonable it would be to impliment this with the current BYOND engine, since it would take considerable processing power to calculate the light for everything in each player's view.
However with alpha channels, it will be very easy. You can use black tiles with varying degrees of transparency and put them directly in the client.screen. The transparent screen darkness will add to luminosity darkness of the map tile to obscure it to a greater degree. You only have to recalculate and retransmit the client specific vision details when the character turns or something alters their vision, and the lighting is still handled universally.
I know people are tired of waiting for alpha channels, but they are really close now. I've already got a working alpha transparency version of sd_DAL, just itching for release. I can't use it in anything yet though, because only the BYOND dev team members have a client that could see it. -.-
Friday, December 01, 2006 06:54AM
#1 D4RK3 54B3R:
Shadowdarke's DynamicAreaLighting does have what you're looking for, except it doesn't support as many shades of dark. You can see examples of it in Hidden (for BYOND) and DarkeDungeon.
Monday, October 23, 2006 07:10AM