Posts

Showing posts from April, 2016

Tron level Lighting

Image
  After researching lighting in unity it was time to test out what I knew in the game. I used a directional light at 90 degrees put it anywhere, it didn't matter. Increased the ambient intensity 50%. I also deleted some light spot lights that was place in the level before because they wasn't effecting anything.

Lighting in Unity

Image
Directional lights represent large, distant sources that come from a position outside the range of the game world. In a realistic scene, they can be used to simulate the sun or moon. In an abstract game world, they can be a useful way to add convincing shading to objects without exactly specifying where the light is coming from. When checking an object in the scene view a directional light is often the quickest way to get an impression of how its shading will appear. For such a test, you are generally not interested in where the light is coming from but simply want to see the object look “solid” and look for glitches in the model.An Area Light is defined by a rectangle in space. Light is emitted in all directions, but only from one side of the rectangle. The light falls off over a specified range. Since the lighting calculation is quite processor-intensive, area lights are not available at runtime and can only be baked into lightmaps.

Figuring out strafing for melee

Image
Video game animation offers a plethora of exciting opportunities and hurtles. For those involved, this digital playground offers a rich and rewarding experience, creating animation that connects to the audience on a more personal level then ever before. As part of the basic movement for my character, strafing was the most difficult for me. what couldve did was storyboarded out the strafing part before animating.