A real time lighting technique for procedurally generated 2D isometric game terrains

N/ACitations
Citations of this article
8Readers
Mendeley users who have this article in their library.

This article is free to access.

Abstract

This work proposes an automatic real time lighting technique for procedurally generated isometric maps. The scenario is generated from a string seed and the proposed lighting system estimates the geometrical shape of the 2D objects as if they were 3D for further light interaction, therefore producing a 2.5D effect. We employ opacity maps to overcome an issue generated by the geometrical shape estimation. The solution is a coupled approach between the CPU and GPU. The produced visuals, gameplay and performance were evaluated by gamers, programmers and designers. Furthermore, the performance, in terms of frames per second, was evaluated over distinct graphics cards and processors and was satisfactory.

Cite

CITATION STYLE

APA

Rodrigues, É. O., & Clua, E. (2015). A real time lighting technique for procedurally generated 2D isometric game terrains. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 9353, pp. 32–44). Springer Verlag. https://doi.org/10.1007/978-3-319-24589-8_3

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free