CS2D General CS2D Remake - FOW, 4k, Competetive CS2D Remake - FOW, 4k, Competetive
12 replies Hey, a wild ton of updates has appeared (please disregard the white outlines on walls, they were only there for my own testing purposes):
https://youtu.be/-glsfUaJXVw
A few questions, starting with, do we want soft/blurry shadows? Like so:
https://youtu.be/h5tzMgwAOLA
Next, do we want team members to be visible in the FOW? Let me know!
Finally, the biggest and most important question, do we want 4k resolution?.. kappa
https://youtu.be/_EQMzQCdBBI You could perhaps use one thread as a development blog, there's no need to create a new one every time you've got something. Nice fog.
-couldnt find what you meant about the blurry shadows.
- about teammates on fow, its a good question
-no need for 4k SmD User Offline
Andrez has written
no need for 4k
... sigh @ Starkkz: I could, but a new thread with new updates gets more attention than a reply to a thread, how do people know if I'm replying to questions or posting an update?
@ Andrez: - Blurry shadows as in soft blending between the visible and non-visible areas. (4k was a joke) @ dcrew: When you're replying questions you're obviously using their @name tag. Besides, when you post on the same thread it will push it on top of the latest replies lists, so it's still going to be visible, if the people is interested they will just go and check it out.
@On topic: Blurred hard shadows is always the easiest way to implement shadows, but you could search more about soft shadows for better graphics. This is the best article I've found yet, it is still a kind of blur but it looks far better than the full screen blur.
http://flexmonkey.blogspot.cl/2016/04/creating-custom-variable-blur-filter-in.html @ Starkkz: I'm not sure what you mean with the shadows, I had soft blurry blend (2nd video) do you want me to gaussian blur the non-fov areas? @ dcrew: This is what I mean with soft shadows.
https://www.youtube.com/watch?v=AslPHY2Bomc
And this is what I mean with hard & blurred shadows.
https://youtu.be/K4Gr1sXnl9A?t=20
For your implementation it's very likely you will eventually need to make your game with a height component (like on the original CS2D), that's very difficult to do, so your best bet is to use a radial blur.
Notice that most 2D light engines that support 'truly soft shadows' don't actually support a height component, and that's because almost everyone doesn't know how to make the borders softer with a gradation that increases as the shadow goes far from the body.
As far as I know only @ SQ has managed to do soft shadows with 'texture UV tricks'. @ Starkkz: That's basically the strength of light you're describing? The featured videos show a constant infinite light strength with invariable shadow borders, in my terms. (if we consider the player to be a light source of its own for the fov layer mask) 4K resolution can be really helpful for mapmakers. Option to see whole map on a single screen.. Sounds very testy, good luch to you, @ dcrew: . It took me quite a while to figure out this blur technique, I could send you the GLSL shader I used on löve but it's not perfected.
For some reason it generates a oval-shaped gradient (based on the graphics size), and it lacks of more gradation based on the distance from the light source.
It's a gaussian blur with a standard deviation that relies on the distance from the light source. @ Starkkz: Looks like you've done some nice work!
I'd love to check it out, please hit me up in Discord or PMs.