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polygon_from_sprite_precice.gml #9
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I had an idea after using another lighting system to create an automatic mesh maker based on the sprite itself, it takes the sprites origin point and then casts rays from the origin point to the border and uses transparent values as the edges of the sprite, it will then take those points and generate mesh for shadows in the engine from that. the script has 3 modes: Greedy: this mode will cast rays from the center but will terminate the ray at the first instance of a transparent pixel. The user can choose how many points the poly has from 4 to 360. Normal: this mode will cast rays from the center until said ray reaches the border of the sprite, when it does it uses the last known transparent pixel fro that ray. The user can choose how many points the poly has from 4 to 360. Auto: this mode was a test, it casts rays from the outside in, it produces a fixed number of points for the polygon being width+height+width+height I will make an update in the coming days to make compatible with dynamic meshes. Enjoy!
hello?? |
Sigh.... |
hi, Im using the stuff but I have som performance issues, 'm modifying the global_lightning function but its taking too much power. |
I am not the developer, just someone who developed a cool addition to this engine. Posted here in 2021 but looks like the author no longer cares to check the GitHub page :( |
Wait What! wow this PR from 2021 to 2023 and now it's 2024 and the dev is not here yet??? |
Believe me I know... I am beyond annoyed as I spent a few days making this addition and the dev (who is active on GitHub) can't be bothered to take a 2 minute look. I made this extension so it would automatically created light maps and shadows based on the sprites transparent pixels and it does it REALLY fast too... A shame the Dev can't be bothered to take a look... |
Yeah I know and I really like the PR I hope one day they come back, however don't worry and be strong like you are already, |
I had an idea after using another lighting system to create an automatic mesh maker based on the sprite itself, it takes the sprites origin point and then casts rays from the origin point to the border and uses transparent values as the edges of the sprite, it will then take those points and generate mesh for shadows in the engine from that.
the script has 3 modes:
Greedy: this mode will cast rays from the center but will terminate the ray at the first instance of a transparent pixel. The user can choose how many points the poly has from 4 to 360.
Normal: this mode will cast rays from the center until said ray reaches the border of the sprite, when it does it uses the last known transparent pixel fro that ray. The user can choose how many points the poly has from 4 to 360.
Auto: this mode was a test, it casts rays from the outside in, it produces a fixed number of points for the polygon being width+height+width+height
I will make an update in the coming days to make compatible with dynamic meshes.
Enjoy!