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discosultan avatar discosultan commented on May 23, 2024

The library is currently strictly 2D only - there is no notion of light's height (or depth, depending on the perspective).

I have fiddled around with some 3D properties for features such as normal-mapped lighting, but for simplicity decided not to go down that route. Such texture shearing (shadow mapping) seems to fall into the same category. I don't have enough experience to know how other 2D lighting systems solve such problems. I would probably use a 3D system instead - even if dealing with a 2D game.

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InfiniteProductions avatar InfiniteProductions commented on May 23, 2024

I see. For other 2D lighting system, there are not so much (one I know about is Krypton) and if it comes to migrate to a 3D system, it would be silly as it is very complicated (deferred rendering and shadow mapping stuff, HLSL limitations in instructions count, platforms compatibility, etc.)

I just thought shearing a given texture wouldn't be too hard but add a little more realism in quite common cases.

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