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Ultimate Game Design : Building game worlds

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FIGURE 3-1<br />

World light at full brightness<br />

C H A P T E R 3<br />

flat and emotionally unattractive. The lighting doesn’t really serve any purpose other<br />

than a practical one—we can clearly see our way around.<br />

As a workflow point, I actually leave the lights on “full-bright” when doing the<br />

layout and basic construction phase (described in Chapter 2). Compare this very simple<br />

example with Figure 3-2, which shows the exact same room with a single light<br />

added; its brightness factor has been altered. This room transfers much more feeling,<br />

and is only beginning to transfer a mood factor. All we have done is change brightness<br />

values! This breaks up the uniformity of the single flat light that we started with.<br />

We have so much more control at our disposal than just brightness factors.<br />

Cutting-edge <strong>game</strong> engines are starting to feature dynamic lighting. This opens up<br />

entirely new ways to use lighting in <strong>game</strong>s. Lighting will soon have an even more immediate<br />

and direct effect. Dynamic (or real-time) lighting allows characters and objects<br />

to interact with light and to cast shadows as they would in the physical world—<br />

not by precalculating the light and “faking” shadows to imply a real light source.<br />

However, dynamic lighting, as you might imagine, is very graphics processor-intensive.<br />

It requires substantial graphics hardware assistance. Very soon, however, it will be<br />

used in many <strong>game</strong>s.<br />

57<br />

Lighting, Texturing, Particles, Effects, and Audio

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