Is there anyone tried to implement SH lighting + light probes in irrlicht?
Actually I'm thinking to realize a prototype for realtime pseudo-SH lighting for top down 2.5D games. It would be a out-of-irrlicht stuff (it will be using irrlicht but it won't be a engine's core stuff.. I have few ideas I want to test out
Basically I want to try a different approach to lights.
The optimal (from visual quality point of view) way to achieve good lighting would be to use SH+ LightProbes, however this has several problems:
- Need to precompute Probes
- Probes need to be placed carefully (require a editor or a complex software to analize the scene)
- Getting Probes have a decent performance is Tricky
(No SH. Just light projection from one direction over a sphere, and normalization).
- Instead of using SH, use a fixed amount of lights projected over the mesh. (4-8
- Do not use tetraeders but use shapes that are easier to place procedurally/manually (cilinders/spheres/AABoxes)
- Lights are computed in realtime
Anyone interested in or I could drop the idea altogheter and move on something else?
If the game has a top down visual the angles can be adjusted (since bottom of objects is barely visible on 2.5D games: no need to use a regular tetraeder). And probably we can add more lights to add further quality (was thinking to add "top" light and a "center" light).
Let's also see if you have done some custom lighting system already and add your thoughts. Keep brainstorming some on it