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Zee Storybookten9
I just made a shading function that casts shadows for sprites really fast. It works by manipulating another sprite, so it does limit the amount of sprites.
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Mason Mason240
Are you going to use it in Home and The Axe? Those are the games I'm most excited about on SB.
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Alex MrCashews
I was gonna do this, but you beat me to the punch. Couldn't figure out the math for the shadow vs the light source.
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Zee Storybookten9
@mason Yeah, at least Home. Using in The Axe would be much harder, since it has so many more sprites to generate and it reduces the max amount of sprites. @alex The math I used was mostly done with the same logic as ray casting, except it doesn't actually cast any rays.
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Zee Storybookten9
See, it's really simple, so I've already implemented it in Home.
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The Dude burns_ruber
Can you provide a key for this, I might want to use it in my game.
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Zee Storybookten9
[43EX243D] It's actually a full library with lots of other functions that I made, so feel free to look at the documentation. To actually shade, create 2 sprites in a row that are the same, set the angle of the light source with ANGD height angle, xz angle (the angle visible on the screen), then just do SHADE (sprite number). I have more detailed documentation on SmileBASIC Source, thank you limits
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The Dude burns_ruber
Where is it on smile basic source?
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debugþ TheRealJoeCool
Can you put the coding on the screen? I could use this in my game.
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