Delaney King Profile picture
Jun 6 9 tweets 2 min read Twitter logo Read on Twitter
#gamedev DM question. Image
So lighting comes in two main forms- static lighting and dynamic lighting.

Static lighting is where you precalculate information because it is "static"- i,e, it doesn't move so it doesn't change.

Dynamic lighting is updated on the move.
Static lighting is a hack, and relies on your scene staying still. You can still have dynamic lights in the scene (like your muzzle flash or explosions) but most of the lights and shadows in the world are rendered to textures called light maps.
It basically works the same way you would paint an additive layer over a picture in photoshop to put in lights.
So, with open worlds, you pretty much rely on dynamic lighting for your exterior world. This is because of day/night cycles.
Baking the entire world at every angle and strength a sun can be at for every object in the world?

Not a good idea.
What we can do, however, it bake things like ambient occlusion for objects, and fake bake some of the lights ( for example, lights casting a light and shadow onto just the wall) in the shader.

Interiors may benefit from baking, but not exteriors.
As for baking parts of your scene separately in Unity, I haven't had to do it, so I can't give you any advice.

I suspect you would bake the major modules as separate levels and stream them together to make one continuous level.

I have only needed to work on dynamic levels.
I will leave this open for unity lighting experts to help you. X

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More from @delaneykingrox

Jun 6
I just read read the comic 30 days of night vol 1, because I had a love/hate relationship with the work when it first came out and I thought I would give it another go.

Now I have a lot more years of experience under my belt I finally can put into words what bothered me.
At the comic store, flicking through, I immediate bought it because it has this amazing texture and feel. As a young goth it was fucking rad looking.

But getting it home I found I felt... well... rather unhappy.
Looking now I immediately grasp what my problem was.

The art work was style in place of function.

Not style ontop of function.
Read 18 tweets
Jun 5
Fun #Buffy fact: Before Jenny Calendar was Techno-Paganin' up Sunnydale high, she was dancing with Prince.

Yep, actress Robia LaMorte appears in classics NPG era Prince videos like "Cream" and "Diamonds and Pearls". ImageImage
Fun Buffy fact number 2. Buffy wasted a chance at having a brilliant actor onboard as her love interest. He lasted one episode.

Recognise him? Image
How about now?
Read 5 tweets
Jun 5
Nope. The "quality" of a texture is unaffected the triangle count of a mesh.
Try it. Apply a texture to a cube and then subdivide the cube.
The only time you see triangle count affecting the quality of your texture is when you want to take a straight texture and curve it around a bend.
Like in this example (not my own- if anyone knows the original source please comment) Image
So texture quality wise, there is absolutely no difference between the two meshes shown. Image
Read 8 tweets
Jun 5
Here is a little picture story about growing up as an intersex kid.
This pic is teenage me (at art school). What a little cutie huh?

So here is the thing... Image
I used to get hit on a lot, which wasn't always as nice as it sounds.

See, straight guys would think I was a girl. Gay girls would think I was a girl. Straight girls would think I was a guy and, yes, gay guys would think I was a guy.
This lead to some pretty uncomfortable and yeah, pretty fucking dangerous situations.
Read 13 tweets
Jun 5
One of my fave tricks to liven up any #TTRPG system is assigning things with "playable adjectives".

So a player doesn't pick up just any fireball spell- they get a (rolls dice) Overzealous Fireball. Or a (rolls dice) Hungry fireball.
So what does that mean? Well, if the player can find a reason or justification that the adjective is in use, then they get a bonus.
They can also use it in a negative way to bank a bonus later.

For example, a "hungry" fireball may make them ravenous when cast, or...
Or perhaps the hungry fireball immediately uses all fire in the vicinity- so all torches and candles go out when it is cast.

This is on the fly, and encourages players to improvise and be creative. Players who struggle with this can just agree on bonus conditions.
Read 8 tweets
Jun 4
So I was the texture artist for all the Kobolds in Dungeons & Dragons Online: Stormreach. #dnd
However, I found it rather confusing that they had become little lizards. It was around 4th edition when the game came out and they pushed for the new Kobold direction. Image
I grew up with dog faced Kobolds you see, being a child of the seventies and gaming mostly with older modules we could afford.
Though I am not a fan of little Lizardman Kobolds, I also don't vibe with the "slap a dogs head on a human body" thing I have seen of late.

I like my Kobolds as kind of whacky fun encounters.
Read 7 tweets

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