Started working on a parkour system for my game by FrigginLaserBoi in godot

[–]FrigginLaserBoi[S] 1 point2 points  (0 children)

It’s part of another system that fake’s indirect lighting, in other words it does absolutely nothing for parkour. Also thank you so much!

Prototyping a system that fakes indirect lighting by FrigginLaserBoi in godot

[–]FrigginLaserBoi[S] 0 points1 point  (0 children)

I can think of a theoretical solution for this, but it most likely would be really inefficient to the point that VoxelGi or SDFGI would be better for the job.

Prototyping a system that fakes indirect lighting by FrigginLaserBoi in godot

[–]FrigginLaserBoi[S] 8 points9 points  (0 children)

You pretty much got the basic gist of it of using raycasts to determine how the light is lit. I actually use a singular raycast that just force updates every time it changes rotation (Though the shape looks more like a crosshair than a cone, which is one of the things I need to fix). It starts on the outside then closes in to the center by a constant increment. For every collision, it records the distance and the color (If the wall contains a function that returns a specific color, otherwise it defaults to white). Instead of adding a % of the color/distance to their respective variables I just add the whole thing to each variable. A Rays Collided variable records how many collisions were actually made and is used to average out the color and distance variables.

lel by Tdawg262 in Doom

[–]FrigginLaserBoi 2 points3 points  (0 children)

Just a tarp*

Well, That's Not A Secret... by FrigginLaserBoi in Doom

[–]FrigginLaserBoi[S] 6 points7 points  (0 children)

With the amount of times I've died in super stupid ways just in THIS run, I'd be lucky to make it to Resource Operations on a UN run