@ScrimblyGames This is by no means a no-brainer. One game I worked on had about 20x as many "no source" lights as it did the ones you could point your finger at. A lot depends on your tools, workflow and intended visual result.
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Jacek Wesołowski (jzillw@mastodon.gamedev.place)'s status on Wednesday, 26-Feb-2025 05:24:54 JST
Jacek Wesołowski
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ScrimblyGames (scrimblygames@mastodon.social)'s status on Wednesday, 26-Feb-2025 05:24:57 JST
ScrimblyGames
This probably sounds like a no brainer, but I've moved to diegetic lighting. Now all lights will be attached to some in world source, at least on interior scenes.
Makes stuff like specular blobbing from light sources less jarring. 🤓
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