Game Lighting System Architecture

Interestingly, has anyone ever designed a lighting system for a game engine? or used lighting system in any engine?

If there can be many lights on the stage (20 or more), how do you design a lighting system? Do you choose the 4 closest lights? How does your design affect the shader?

Oh yes, I'm talking about dynamic lights, not pre-sophisticated lighting, and suppose the engine is based on a shader, not a fixed function.

Thanks!

-tep

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What you're talking about is the deferred shading design or Light Pre-Pass from this guy. These visualizers can have thousands of lights at the same time without any problems.

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Source: https://habr.com/ru/post/1710048/


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