mako
Member
Hi, guys!
I'm still working on my MORTS space exploration game and I've run into a small problem: in 2d, the lack of back-lighting from stars makes the ships look like they're just stickered on over the scene (which, yeah, they are). I've seen a lot of methods for doing dynamic lighting with layers, but given the number of ships I'm running in-game, it seems like this might be really hard/expensive on the processing power for the machine the client is on.
Any thoughts on this, or alternatives I might be able to use to create dynamic lighting on my spaceships?
Edit: I have used shaders before (not remotely proficient with them, but comfortable trying). The main question here is whether it'll be more processor-friendly to use shaders or different method, when we're talking about 100+ ships needing dynamic lighting.
I'm still working on my MORTS space exploration game and I've run into a small problem: in 2d, the lack of back-lighting from stars makes the ships look like they're just stickered on over the scene (which, yeah, they are). I've seen a lot of methods for doing dynamic lighting with layers, but given the number of ships I'm running in-game, it seems like this might be really hard/expensive on the processing power for the machine the client is on.
Any thoughts on this, or alternatives I might be able to use to create dynamic lighting on my spaceships?
Edit: I have used shaders before (not remotely proficient with them, but comfortable trying). The main question here is whether it'll be more processor-friendly to use shaders or different method, when we're talking about 100+ ships needing dynamic lighting.
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