SethiXzon
#34031888Sunday, September 19, 2010 3:47 AM GMT

Lighting doesn't require raytracing.
bluekid
#34032979Sunday, September 19, 2010 4:06 AM GMT

People that say "But then It won't be about blocks anymore" It already lost blocks and good physics at like what? 2009? Cause everyone anchors everything, That just makes it more and more unrealistic. If you tried to float a block in the air in real, What would happen? The block fall's right? Well now everyone has to anchor EVERYTHING , ps. Try b______l It has real time physics , dynamic lighting and It pretty much has all the stuff Robloxians want as of now.
SethiXzon
#34033558Sunday, September 19, 2010 4:16 AM GMT

We have real time physics as well.
BeepBoopBop
#34035075Sunday, September 19, 2010 4:44 AM GMT

Bump.
ZombieDeath101
#34035117Sunday, September 19, 2010 4:45 AM GMT

Support! But I didn't read. I already know it's good. ;)
BeepBoopBop
#34037804Sunday, September 19, 2010 5:52 AM GMT

Bump.
OBF
#34038069Sunday, September 19, 2010 6:00 AM GMT

@blue STFU. @Beep Support, i've been trying to do this forever. ._.
BeepBoopBop
#34063338Sunday, September 19, 2010 5:18 PM GMT

Bump.
BeepBoopBop
#34072744Sunday, September 19, 2010 7:03 PM GMT

Bump..
Thenoob2899
#34073690Sunday, September 19, 2010 7:15 PM GMT

So can you give an example of how this is to be done BeepBoopBop, so that it won't be misleading/confusing to those who don't understand?
TanSlax
#34073822Sunday, September 19, 2010 7:16 PM GMT

Support, and I agree. We need a better physics AND graphics engine.
BeepBoopBop
#34074412Sunday, September 19, 2010 7:24 PM GMT

@Thenoob2899 A lightmap is a 3D engine light data structure which contains the brightness of surfaces in a video game. Lightmaps are precomputed and used for static objects. Quake was the first computer game to use lightmaps to speed rendering while preventing floors from looking distorted. Before lightmaps were invented, 3D engines used Gouraud shading for the floors and walls which caused shimmering. The most common methods of lightmapping are to either precompute vertex lighting by using distance from each vertex to a light, or by using multitexturing to apply a second texture which contains the lumel data. Lightmaps are scaled using lumels (lumination elements). The smaller the lumels, the higher the resolution (and visual quality), at the price of game speed and performance. For example, a lightmap scale of 4 lumels per world unit would give a lower quality than a scale of 16 lumels per world unit. It's important for level designers to make a compromise between performance and quality. If a high lumel per world unit scale is set too frequently then the game may use up too much system resources and affect the performance negatively. Lumel size can also be limited by the amount of disk storage space or download time (for the map) or texture memory (for the 3D engine itself) available, although some games attempt to pack multiple lightmaps together to help circumvent these limitations. Lightmap resolution and scale are two different things. The resolution is the area, in pixels, available for storing one or more surface's lightmaps. The number of individual surfaces that can fit on a lightmap is determined by the scale. Lower scale values, means higher quality and more space taken on a lightmap. Higher scale values, means lower quality and less space taken. A surface can have a lightmap that has the same area, so a 1:1 ratio, or smaller, so the lightmap is stretched to fit. Lightmaps in games are usually colored texture maps. They are usually flat, without information about the light's direction. When creating lightmaps, any lighting model may be used, since the lighting is entirely precomputed and real-time performance is not always a necessity. Traditionally, radiosity is used, but on occasion games have been known to use a more direct lighting model. In all cases, soft shadows for static geometry are possible if simple occlusion tests (such as basic ray-tracing) are used to determine which lumels are visible to the light. However, the actual softness of the shadows is determined by how the engine interpolates the lumel data across a surface, and can result in a pixelated look if the lumels are too large. See texture filtering. Lightmaps can also be calculated in real-time for good quality colored lighting effects that are not prone to the defects of Gouraud shading, although shadow creation must still be done using another method such as stencil shadow volumes or shadow mapping, as real-time ray-tracing is still too slow to perform on modern hardware in most 3D engines.
robloxkid08
#34074758Sunday, September 19, 2010 7:28 PM GMT

I haven't posted here yet... weird... More on topic, WE NEED THIS. I've played other games that I'm not allowed to say the name of here that have lighting, and it works AWESOMESAUCE, and the game I can't say the name of has been in development for less time with less developers and, for all I know, less funding, than this one. And it's so much more epic. Support to the power of awesomesauce times epic divided by pie. Wait, does that even make sense? Ah, who cares? ~Awright, who gave the zombie the TNT?~
Thenoob2899
#34074928Sunday, September 19, 2010 7:30 PM GMT

Thanks, thats a lot of info. 0_0
Thenoob2899
#34075982Sunday, September 19, 2010 7:43 PM GMT

What do you think Roblox should have so it won't look bad with dynamic/texture lighting, and yet still keeps its performance and speed good? I think we should at least have gradiant shadows and soft shadows/lighting (Which both should be optional in the properties).
Thenoob2899
#34076892Sunday, September 19, 2010 7:54 PM GMT

Maybe Roblox should make a proto-type, so we can mess around with it for now. After that, then they can create more lamp types and different features when they make them, while we play with a proto-type, finding errors/glitches for the admins, in case if they miss any.
Drkill777
#34076972Sunday, September 19, 2010 7:55 PM GMT

Even if you can't do light mapping on loose bricks this would be great.
Thenoob2899
#34077956Sunday, September 19, 2010 8:08 PM GMT

bump
teadious
#34081193Sunday, September 19, 2010 8:49 PM GMT

i think lightening is a good ideah, then i can make fredy touching a electric wire and saying in a low pitch 'awesome!'. i support!
BeepBoopBop
#34087694Sunday, September 19, 2010 10:03 PM GMT

Bump.
BeepBoopBop
#34159518Tuesday, September 21, 2010 2:15 AM GMT

Bump.
rescus2010
#34159576Tuesday, September 21, 2010 2:16 AM GMT

bump
Spacefield
#34161344Tuesday, September 21, 2010 2:49 AM GMT

I would have a life by 18 but I would enjoy working n games, especially one that I haved played for a few years aka ROBLOX
BeepBoopBop
#34202521Wednesday, September 22, 2010 12:42 AM GMT

Bump
BeepBoopBop
#34349361Saturday, September 25, 2010 12:55 AM GMT

Bump.