"in game" lightmap creation
GameDev.Net
DECEMBER 20, 2022
Does anyone of a game engine where the lightmaps are created automatically in the game? during scene loading, not in the editor)
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GameDev.Net
DECEMBER 20, 2022
Does anyone of a game engine where the lightmaps are created automatically in the game? during scene loading, not in the editor)
GameDev.Net
FEBRUARY 17, 2023
The current build utilizes static lightmaps for static geometry (and doors and lifts, but that may need to change in the future as it does look a little off
Mircosoft Game Dev
MAY 8, 2020
Lightmaps offer significant advantages over any other technique when the following requirements are met: Performance above anything else (for mobile, lightmaps are still a must-have). If these requirements are met, then lightmapping is probably the best for you. Lighting will not change (lights won't move). Easy to use.
Cocos
FEBRUARY 16, 2023
(engine#14218) [XR] AR engine module update Fix shadowmap lowp with huawei and reflection probe brightness (engine#14058) Fix shader compilation error with the new version of lightmap (engine#14071) Fix unsynchronized model data issue when adding lod levels dynamically (engine#14054) Fix the issue that lod is not working properly when forced to use (..)
Mircosoft Game Dev
AUGUST 10, 2022
x CPU lightmapper and adding a new debug draw mode for visualizing the texel density of lightmaps. Previously every LightmapGI node used to store its lightmap atlas in a single large image. I modified the implementation to allow saving the lightmap atlas as multiple images if it doesn't fit inside a single image.
Cocos
MARCH 26, 2023
When the user turns on high-precision lightmap baking, 16-bit colors are used instead of 8-bit colors, and AO channels are baked separately. Still, the disadvantage is that it will increase the lightmap package. Comparison of results in high light intensity (off vs. on): • Added Light Probe Bake Preview feature.
Mircosoft Game Dev
DECEMBER 13, 2017
The biggest challenge of this workflow is not the lightmap itself, but the fact that it should be easy to use (which is Godot's #1 design priority). Lightmapping is a very cheap operation, so it should run fine even on low end mobile. This is an approximate value of the size of a lightmap texel in world coordinates.
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