A Real Time Lighting Technique for Procedurally Generated 2D Isometric Game Terrains - Inria - Institut national de recherche en sciences et technologies du numérique Accéder directement au contenu
Communication Dans Un Congrès Année : 2015

A Real Time Lighting Technique for Procedurally Generated 2D Isometric Game Terrains

Résumé

This work proposes an automatic real time lighting technique for procedurally generated isometric maps. The scenario is generated from a string seed and the proposed lighting system estimates the geometrical shape of the 2D objects as if they were 3D for further light interaction, therefore producing a 2.5D effect. We employ opacity maps to overcome an issue generated by the geometrical shape estimation. The solution is a coupled approach between the CPU and GPU. The produced visuals, gameplay and performance were evaluated by gamers, programmers and designers. Furthermore, the performance, in terms of frames per second, was evaluated over distinct graphics cards and processors and was satisfactory.
Fichier principal
Vignette du fichier
371182_1_En_3_Chapter.pdf (19.78 Mo) Télécharger le fichier
Origine : Fichiers produits par l'(les) auteur(s)
Loading...

Dates et versions

hal-01758435 , version 1 (04-04-2018)

Licence

Paternité

Identifiants

Citer

Érick O. Rodrigues, Esteban Clua. A Real Time Lighting Technique for Procedurally Generated 2D Isometric Game Terrains. 14th International Conference on Entertainment Computing (ICEC), Sep 2015, Trondheim, Norway. pp.32-44, ⟨10.1007/978-3-319-24589-8_3⟩. ⟨hal-01758435⟩
92 Consultations
217 Téléchargements

Altmetric

Partager

Gmail Facebook X LinkedIn More