ITS UNFORTUNATE I’M LEAVING TODAY B/C NOW I’M SUPER HYPED TO MURDER SOME RATS I GUESS
like i guess what i need here next is to replace the current test — a dot product test against a single ray cast from the centroid of the lit face — with some sort of within-bounds test that uses the four corner normals of the lit face, to properly say “yes this light cast footprint should be a rhombus” & avoid the disco lighting problem
i just have no real clue how to do that test aside from, idk, doing four plane tests against the edges of the rhombus, when i suspect that much like you can simplify a 2d test into some simple arithmetic, you can do the same for 3d. bleh.
i’m real glad when i see some characters & instantly ship them and then check the artist’s page and see that yes, they ship them too
but maybe you’re not so sure you want to get it right away! you want a taste first. in that case, the first story, Liliae, will be free from sunday april 13 through tuesday april 15!!
reblog to spread the word!
update: ive reduced the price significantly after bein informed i was charging way above the average for collections like this. whoops!
big price change wowza
reminder this is your last day to get in on the free liliae deal!!
also in my continuing dark souls adventures: i joined that blood-based pvp convenant and dueled some people & my friend got super snippy and started talking about how pvp is so boring and tedious
oh yeah and i opened up a whole bunch of areas and it’s finally hitting me how huge the world is; that too
this post got some extra play due to the blood moon so: still true. abyss crew 2014-the heat death of the universe.
on the one hand i want to think about this more but on the other hand it’s past midnight & i know from experience that i’m not exactly at my most alert & capable of abstract thought now, so instead of thinking i’m gonna go to sleep
also gonna narrate my mental process to tumblr apparently
You know about pluecker coordinates right? (Disclaimer: I know next to nothing, feel free to dismiss this)Anonymous
i do not & i have no clue what this wikipedia page is even saying
for the record this is what the “reference implementation” looks like, w/ makes the current issues slightly more clear
actually i should probably have each face shoot out beams along its corners and combine those, that way i can maintain some sense of “interior angle” + not worry about trying to merge disparate lit faces once i start doing multiple bounces
it might mean certain faces would get lit twice due to overlapping light casts but w/e i think if i can use the ray error vector to limit how much light is actually applied to the face i can use that both for error-correction and more detailed “shadowing”
BLAH BLAH BLAH PROGRAMMING
see because the light casts are shared as they expand outwards from a single face, but they’re not shared as they expand out from multiple faces of one cell, and it occurs to me that that might be useful. well, useful when the lights are actually the same light.
the plus side is this rendering method is vastly faster. the downside is, uh, well, you saw that screenshot.