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Hello. Nice engine.
1) I might have missed this, but does this light engine implement ambient occlusion for objects? For a top-down perspective, this is pretty relevant.I want to get a very soft black outline around an object (with adjustable thickness and strength), for example for a box.
2) for a top-down perspective, can I implement a reflection of a puddle? for example, so that the puddle would reflect the nearest box and light? I'm thinking about creating wet floors with puddles.
Thank you!

(1 edit)

Hello!

1) Yes, a Crystal_Material() can be applied to objects and allows you to add ambient occlusion. It can also be applied to layers using a Crystal_MaterialLayer (I am using it in the first platformer example - the brick wall)

2) Yes, you can add reflections using Materials too, and it is also possible to write your own code and submit it to the renderer using crystal_pass_submit()

I hope this helps, thanks ^^