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Lighting #3
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agent on map height 0 has shadows cast by all higher map height intersections at 1 no shadows by (0,1) intersections but higher ones still etc... |
work out shadow quads from a-priori marching squares cells |
player will be light source implement so arbitrary object can be light source? |
ambient light also perturbed by "clouds" noise map, and world height (depth attenuation) simulate light hitting underwater |
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ambient light cast by view distance
shadow quads cast by:
agent blind angles (zones)
map geometry
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