[CF-Devel] Light and Darkness
kevin at ank.com
kevin at ank.com
Sun Dec 30 20:45:21 CST 2001
For what it is worth, I rechecked my light testing map. Walls don't
affect the light one way of the other. If light propagates 4 squares
from a source then it does so regardless of any intervening walls,
including double walls.
Cheers,
-kls
On Sat, Dec 29, 2001 at 05:04:59PM -0800,
kevin at ank.com
wrote:
>
>
> > I've been testing the darkness code on some of the sample maps and
>
> > find that it doesn't work nearly as well as I would have hoped.
>
> > When casting light from a light source, the light should stop at
>
> > any walls I think. As it is, the code makes it very difficult to
>
> > throw shadows across the floor of the dungeon, and light on a wall
>
> > lights up that wall even if you are on the opposite side from the
>
> > light source.
>
>
>
> This is largely because the way the game is designed - everything is based on
>
> square spaces. For example, for line of sight, we can know if you can see that
>
> square, and not that you see half a square or whatever. In the case of walls,
>
> this often means you see the small strip of floor/ground on the far side of the
>
> wall.
>
>
>
> Similarly, for light, we know the light level for the entire space. Trying to
>
> know that the right half the square and not the left is illuminated (Because of
>
> a wall) is not done, and in any case, that information would then have to get
>
> communicated to the client.
>
>
>
> If the problem is that you see an illuminated wall because the next room over
>
> is illuminating it, the simple solution is to just make the walls double thick.
>
> Then, if the next room is full bright but the room you are in is dark, the walls
>
> will still be dark.
>
>
>
>
Take a look at my server on avalon.ank.com then go to the towers/tower map
>
and take a walk around to the north-east corner. As you get close to the
>
corner inside the tower, you'll notice that it suddenly gets bright. This
>
is from a light that is actually on the other side of the wall.
>
>
Perhaps it is an error in the way I have the light source configured -- I'll
>
take a look and see if settings are out of range. At the time I was trying
>
to get the outside of the building to be bright as day, so I think I upped
>
the light level to a hundred or so.
>
>
Cheers,
>
-kls
>
>
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>
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>
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>
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--
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kevin at ank.com
::::::::
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