I didn't understand your question very well, but did my best to answer it. Memory management is a serious topic in graphics programming, so even if I added custom code to Pixi, I would be risking to have an unstable system. Pixi doesn't allow you to easily create custom geometry efficiently (there's a Graphics object, but it kind of sucks hahaha), especially dynamic geometry. If you're referring to the Pixi's inability to deal with meshes and geometry, than it's a completely different thing. I chose to do things this way because I really like developing with OpenGL (WebGL is basically OpenGL ES 2.0), so I find programming shaders fun and I wondered what I could achieve with them. They are small programs executed by the GPU to process all the data and draw awesome pixels on the screen. Hi there! This plugin is based on Pixi's filters, which are nothing more than GLSL shaders per se (GLSL is short for OpenGL Shading Language). * Fixed bug: inverted lighting/fog on menu screen R2 Khas Advanced Graphics updated to 1.0.1 ![]() * Fixed shader problems with opacity and exposure * Fixed lighting/fog being applied to pictures * Added commands to create lights with region tags and terrain tags * Fixed event not turning off light on page switch * Added Pixi.js version checking (requires v3 or later) * Added compatibility with different tile sizes * Added compatibility with zoom controls (zoom in only!) R3 Khas Advanced Graphics updated to 1.1 I implemented a technique similar to deferred shading, which renders all the lights to an off-screen framebuffer, and then I use GLSL Shaders to compose the final scene with correct lighting and fog. Q: Does this plugin use layers to add this effect?Ī: Nope. You can read more about it and check a benchmark against other lighting system here (click me!). I'll add low, medium and high Graphics options in the future, so that won't be a problem anymore. Fog, however, requires a more modern GPU (because it's procedural). Q: Is this plugin fast? Is it faster than other MV Lighting plugins?Ī: Yes! Lighting is super fast and won't have any performance impact in your game. How do I fix it?Ī: Update your RPG Maker MV. Q: I got this error "TypeError - Cannot set property 'CUSTOM_KHAS' of undefined". If you want to know more, please read this blog post. I’m sorry.Ī: I apologize for my long absence. As my top priority is to create something reliable, I had to discard shadows. It would require a massive edit on Pixi and MV’s engine. Unfortunately, again, Pixi.js doesn’t use depth buffering (this buffer holds an extra dimension data, z in RPG Maker’s case), so this discards the possibility entirely. ![]() The other option would be to implement a technique similar to shadow mapping, which was my dream once I heard about MV’s OpenGL capabilities. If I wanted to render shadows in the same way I did in my previous engine, I would need to edit the Pixi engine, which is not a good thing and could be very unstable (I tried). The biggest barrier was that Pixi is great to render bunnies and other sprites, but it’s terrible to generate geometry, especially dynamic geometry. Thus, I had both the limitations of the MV engine and of the Pixi.js to work with. There’s the MV engine, then Pixi.js and then WebGL. ![]() However, things in RPG Maker MV are more complex than in its predecessor. With Ultra Lighting I had complete control over the light rendering, with nothing in between the lights and KGL (my library for rendering inspired by OpenGL). Why this plugin doesn’t have them?Ī: Technical reasons. Q: Your previous lighting engine had dynamic shadows. I had a long list of ideas I wanted to implement, so I did my best for each of them. ![]() But now it’s finally done! I spent more than 70 hours making this plugin, according to my steam account. Unfortunately, a lot of personal issues and lack of time came in the way. I was very excited after I heard the new RPG Maker supports WebGL, so I started trying to make a new version a year ago. Since then, people have been asking me to port my lighting engine to MV. Q: Is this a port of your Ultra Lighting script for RPG Maker VX Ace?Ī: A few weeks after I released Ultra Lighting, the RPG Maker MV was released. If you like my work, please consider supporting me for more awesome plugins! The latest version is always available here (click me!). Procedurally generated fog – it’s dynamic and it looks awesome Lights are created from images – you can create them in any shape you want!Īll effects are rendered using GLSL shadersĪdaptive exposure – simulates de human eye reacting to drastic lighting changesĬomes with 23 lights and 3 fogs. Old save files will not work correctly with this plugin. Both systems are processed by your graphics card with GLSL shaders, so you will get great performance and awesome eye candy. This is my graphics enhancement plugin for RPG Maker MV, which includes deferred lighting and procedurally generated fog.
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