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Re:Graveyard Keeper: How the graphics effects are made by IkmoIkmo on Thursday November 01, 2018 @05:26PM (#18358628)
Agreed.

I've written a lighting system exactly like this one (it's a very common 2d lighting concept, basically any sprite-based game with dynamic lightning will use exactly this). The only difference was that I used 24 light-direction frames instead of 4 frames because I was pre-rendering 3d models to 2d sprites, so I didn't have to have an artist draw each frame but could just export any level of precision, limited not by the artist but by filesize/memory.

The calculations he's talking about are as simple as it gets and were never really a problem for me even on low-end machines. (I was building a top-down space rpg, basically any of the 100 plasma discharges, engine exhausts, particles etc was a dynamic source of light)

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