Lastly you might want to provide a link to this Dino game, as I actually have no idea who you're talking about and feel like others might not either.Dunno if there is a better link but the discussion on dinoland can be found here (http://forum.lazarus.freepascal.org/index.php/topic,33960.0.html?PHPSESSID=b5908l0hkpq70uea60anslsn06).
The video explained enough, looks like light is being stopped by each pixel in the map. Challenge worth trying. I have only done similar with polygons and opengl before, those principles don't work here.
actually it would make things harder to learn for any one that has no idea what opengl does and how.The video explained enough, looks like light is being stopped by each pixel in the map. Challenge worth trying. I have only done similar with polygons and opengl before, those principles don't work here.
Don't think you got my point... I was saying that the idea that implementing the lighting in OpenGL would be somehow more "hard to understand" doesn't make sense. As shown by your example code, doing it in software requires a whole lot of manual math that wouldn't be necessary if you did use OpenGL.
Still no luck.If you change this:
But so far I found that the running trapped in the loop in DrawScreen:
actually it would make things harder to learn for any one that has no idea what opengl does and how.The video explained enough, looks like light is being stopped by each pixel in the map. Challenge worth trying. I have only done similar with polygons and opengl before, those principles don't work here.
Don't think you got my point... I was saying that the idea that implementing the lighting in OpenGL would be somehow more "hard to understand" doesn't make sense. As shown by your example code, doing it in software requires a whole lot of manual math that wouldn't be necessary if you did use OpenGL.
Don't think you got my point... I was saying that the idea that implementing the lighting in OpenGL would be somehow more "hard to understand" doesn't make sense. As shown by your example code, doing it in software requires a whole lot of manual math that wouldn't be necessary if you did use OpenGL.I haven't been debating against that, and i completely agree that doing lights with pixels and software rendering is not something you do or want to see in any real games. It was just an experiment and he wanted to see how it can be done. What the app does is send a thousand or more rays to different directions, move them 1 pixel at the time and define polygon by where they end up unrestricted or collisioned. It is only feasible for 1 light source even if the fade was rendered by OpenGL. Games can have hundreds of lights at same camera distance, and without having much of an effect on performance it means very different approaches.