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yunimuni

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A member registered 67 days ago

Recent community posts

OK, I get how the engine works now! 

The "unlit" issue (excluding objects from lighting) is something I think I can work around in my project now, so that's solved for me.

However, the issue with the "EMISSIVE pass visual change" is definitely getting into the engine's internal settings, so I'd like to send you a few more detailed questions via email to discuss it further!

Thanks a bunch for your help! :)

Thank you for the prompt reply! 

I tested the suggested method on my project, but since the depth of my effects and objects changes dynamically, unintended objects get illuminated when they share the same depth. 

Is there any way to bind the light to illuminate only specific instances, instead of restricting by depth using `LIT_EQUAL`?

Or any other good approaches would be appriciated.

Hello, this is a magnificent lighting engine! 

I 've been working on making my particle(depth sorted) effects not affected by lights and shadows, referring to the documentation and sample project.

Is there a recommended approach that allows rendering that is excluded from light/shadow  with depth sorting?

I first tried using the EMISSIVE pass, with the following code: crystal_pass_submit(CRYSTAL_PASS.EMISSIVE, draw); 

However, using EMISSIVE changes the appearance of the particles. So I tried the COMBINE pass, which rendered the particle with the exact appearance I wanted, but it did not support depth sorting. 

Thank you so much!