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To lightmap or to not lightmap - that's my question


karmacomposer
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I'm creating 3d objects for my story/game and I noticed I could lightmap the objects and bake it in. However, is this counterproductive in Leadwerks?

 

What do you think?

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Guest Red Ocktober

contrary to the popular concensus... lightmapping might be applicable in situations where you need to save a few cpu/gpu cycles here and there... particularly for lower specced systems...

 

i find that adding more lights in Leadwerks does have a negative affect on framerates...

 

also, based on what lil i can speculate from advance info and teasers, if you plan on migrating to Leadwerks 3, you might wanna keep that texture baker hot and ready for use...

 

 

btw...

 

what are you using to bake in those textures?

 

--Mike

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You can bake lights also with LE2. Just render the lights only once before the main loop, or make the shadows static after the first frame. You can also render the lights only every 10 seconds with that method.

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contrary to the popular concensus... lightmapping might be applicable in situations where you need to save a few cpu/gpu cycles here and there... particularly for lower specced systems...

 

i find that adding more lights in Leadwerks does have a negative affect on framerates...

 

also, based on what lil i can speculate from advance info and teasers, if you plan on migrating to Leadwerks 3, you might wanna keep that texture baker hot and ready for use...

 

 

btw...

 

what are you using to bake in those textures?

 

--Mike

 

I have decided to dump using 3D World Studio (sorry Josh), I just could not get scaling correct and texturing was just wrong.

 

Instead, my workflow, which I have now figured out, will be DeleD for all scene creation and the Collada exporter plugin with a scale of .05 for massive models, .03 for medium sized models and .01 for normal sized models (based on how they look inside of Leadwerks),

 

UU3D Pro is then used for exporting to .gmf and converting all textures to .dds.

 

This combination works perfectly for me and also scales the textures with the models.

 

DeleD has a lightmapper built in.

 

Mike

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You can bake lights also with LE2. Just render the lights only once before the main loop, or make the shadows static after the first frame. You can also render the lights only every 10 seconds with that method.

Please, can you put here a little example, how to use it in code?

"Better" is big enemy of "good"

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Please, can you put here a little example, how to use it in code?

You can't render lighting only once, because it's dependent on the camera orientation and frustum contents. You can set lights to be dynamic or static in the editor. Static lights only get updated when static geometry moves.

My job is to make tools you love, with the features you want, and performance you can't live without.

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You can't render lighting only once, because it's dependent on the camera orientation and frustum contents. You can set lights to be dynamic or static in the editor. Static lights only get updated when static geometry moves.

 

Can you create rotating flashing lights like on police cars with Leadwerks lights? Would that be static or dynamic?

 

Mike

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Let's hope LE3 will have both forward and deferred rendering, because I really miss the long shadows of forward rendering (shadow volumes). Deferred rendering is only good for small rooms, but for big areas you need forward rendering with long shadows, else your shadows just disappear after 500 units like in LE2.

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As Red October already said, dynamic light eat a lot of FPS especially for complex scene with many point light sources (we experienced that in our project). Besides, dynamic light sources have strong limitations (light radius, shadow distance etc.).

 

Thus for best performance:

- bake as much as you can

- use as little light sources as possible

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Can you create rotating flashing lights like on police cars with Leadwerks lights? Would that be static or dynamic?

 

Mike

 

Can anyone give me direction on this? It will be part of my first level, so I need to know if and how I can create rotating flashing emergency lights.

 

Mike

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Yes you can. See Rasterbar's video here for a demo of this working in Leadwerks:

 

As for the how I suggest you take a look at spot lights and the TurnEntity command.

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Yes you can. See Rasterbar's video here for a demo of this working in Leadwerks:

 

As for the how I suggest you take a look at spot lights and the TurnEntity command.

 

That is EXACTLY what I am looking for - thank you.

 

Mike

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  • 2 weeks later...

I would say it depends on what computers you target your game ?

 

I test some Leadwerks game demo in my LapTop :

- with shadows on , the frame rate is not good and you see it

- shadwos off, the game runs very smooth.

 

So if you target smalll computer , and some casual or indie games for any non powerfull PC, i recomend to go for lightmaps.

 

Perhaps i would need to see some Leadwerks game made with LE 'static precalculated shadows' to see the difference in frame rate ?

Stop toying and make games

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