RTX 2060, but the laptop version. (My understanding is that desktop and laptop version of graphics cards differ slightly.)
penapenyata
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Thanks for the quick reply! And the pricing would completely be worth it if it solves what I need. I'm on NVIDIA, if that helps.
I'm definitely not good enough with shaders to write something that would give that gentler lighting effect I'm after. Shaders are hard as hell, so kudos for what you've written.
Is it possible to toggle both "plane" lighting and put a normal map edge lighting effect on top of it, like you demonstrate in the docs you sent? I know that often times these different draw methods are organized as separate functions in libraries like this.
I asked it on the GM forums, but figured I'd ask here too. The "castle" scene in the demo is almost exactly what I need, but the transition from "in front of light" to "behind light" is really jarring, going from fully dark to fully lit immediately.
Is there anyway to utilize something like the "light penetration" feature to give it a 1px edge light while the light is behind or beside the sprite? Or maybe more than 1px, depending on light angle, so that as the sprite comes up alongside the light, it lights it more fully, rather than just snapping to a lit state?
If there was a way to do this, I might be convinced, but $60 is a high price tag to experiment with, you know?
(Also the "toggle dithering" feature on the castle demo doesn't work. Nothing toggles on or off for me.)
This project started as a gamejam game last June, but I picked it back up again in the past 2 months and intend to see it through to the end! Click together parts, assign inputs to engines and joints, and then set sail to complete tasks and puzzles.
It was inspired by the simplicity of TotKs build system, where you can click simple parts together by a node system to create complex machines. I've pivoted further away from that core lately, but that was the essence of the project.
The last "sprint" was focused on stability in the build and input system, with an emphasis on making sure the physics during the building phase couldn't be cheesed. Now I'm building out the level system and structure.
I have a basic "tutorial" level built to help me stub out this. I'll hopefully be posting with some more robust levels after this!
(You can play the game jam version on my profile! Be warned: very janky.)


