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Lighting features of my engine

· 1 min read

Video

The video runs through what the lighting in my engine can do.

The main path is deferred shading. For slow hardware there’s a fallback with Doom 3-style lighting. With deferred shading I can have more than 1000 lights at the same time, as long as they don’t cast shadows. Omni lights can cast soft shadows from shadow maps.

On top of that there are attenuation maps, fog, bump maps, specular maps, ambient light and a few other things.