In order to minimise bugs I like to create a flat world version on the lighting ... here is a video.
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An issue I found using the standard lighting in unreal with voxels is that light tends to bleed through walls if they are too thin. Voxel lighting solves this issue... Here you can see a thin wall separates the light from the dark and you can see how well it works. Wall in place Wall removed visualisation from above Blocks removed to show wall.
As a performance test, I donned the VR head set and was pleased to find 90FPS even when the sun was going around the globe - updating the tone of approximately 1500 every half second. It was not laggy even during the updates.
This is a tower of the same instanced mesh actor with each instance given a custom value. The custom values are used to set a different Emissive value (in a checker box pattern). Here is the same tower except the values are lighter towards the centre.
Now that we want to make this a VR game, we need to improve frame rate. I've tried to do this by doing a ray trace to the light source and manually darkening the tiles.
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One Liner...Strange Orbitz is a voxel, multiplayer, building rpg set in a space environment. Archives
June 2017
CategoriesCopyright © 2016-2017 Graham Chow
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