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Fake lighting #479

@Trass3r

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@Trass3r

DK2 used precalculated per-vertex lighting via vertex colors: https://www.reddit.com/r/gamedev/comments/hrz910/fake_lights_and_shadows_in_dungeon_keeper_2/

Something similar could be implemented, e.g. to get some cheap AO (#463).

Things to consider:

  • torch lights influence
  • height differences (darker in "valleys", lighter on "peaks", esp. with Implement wonky walls like in DK2 #108)
  • exposure (more flat surrounding tiles means more ambient light)
  • distance from walls (gradual darkening near walls as simple ambient occlusion)
  • room type?

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