Normal Mapped Lighting in a Game

A practical test of Pixel Bender powered normal mapped lighting in a game setting, in contrast to a less practical but more pretty example.

W, A, S and D to move the player ship, mouse to shoot. Press Q to spawn a group of enemies. ┬áBe aware – there is sound in this example!

A single light source follow’s the player, and additional light sources are created for each enemy destroyed. All light sources illuminate a generated layer of textured and bump mapped rock.

To attempt to match the various performance requirements of a finished game, there is a simple particle animation system, enemy AI and parallax background. A circular distortion effect also powered by Pixel Bender can be seen if an enemy collides with the player, or the player detonates a bomb using Spacebar.

The lighting effect can be disabled from the menu accessible by right-clicking while the game is running.



Leave a Reply

Your email address will not be published.

* Copy this password:

* Type or paste password here:

16,850 Spam Comments Blocked so far by Spam Free Wordpress