I just want to share some development screenshots of our game Aeon of Sands.
As you may know, we use a Löve 2D as engine. Therefore lighting, even a fake lighting shader is a bit tricky. The problem: We have no real 3D engine and therefore we have no 3d model you can throw at the glsl lighting shader.
After some research, a friend of mine had the amazing idea. We developed a deferred rendering approach with an precalculated depth pass. Here you see our very new lightning system in action.
(Please ignore the Skeletons, they miss normals and depth values.)
Follow our development progress on:
I enhanced our dynamic lighting in @aeonofsands . It's basically a special 2d deferred shading. #screenshotsaturday pic.twitter.com/djTDxXikJ3— Aeon of Sands (@aeonofsands) 14. Mai 2016