[Foxtrot Engine] 2D Lighting System


Overview

I wanted to experiment with 2D lighting integrated with action & environment from the game in development, “Spared Boy”. Creating a cinematic visual experience is the main target here. This is my first time adding lights to the game I have made, and I’m expecting it can boost hugely for the players immerse into the game environnment, and the things that happen in it. The feeling of belonging, which means making the player feels that he/she is actually in the game world is the thing I pursue.

This scene, for example, can be improved with dynamic lights flowing in through the window, casting lights to the interior of the spaceship.

To-do list:

  • Find and choose the lighting technique that will be used for “Spared Boy”.
  • Implement the prototype lighting scene.
    • Write HLSL shaders
    • Integrate them to the game scene. This might involve meta files for each shaders.
  • Experiment with different lighting spots & examine the feeling it creates

Development Logs

2025.06.06. Friday

Task : Find and choose the lighting technique that will be used for “Spared Boy”.

I defined features to implement regarding lighting. What do I need from casting lights in the game environment?

  • Light & Darkness (Tone and Shade, if described in art terminology)
  • Shadows (not only for the realistic scene, but also to be integrated with game designs, e.g. in battles or actions)

I did some research online, and thanks to Scott Lembcke’s awesome post I found Hard Shadow Geometry technique seems good to start with.

I made an another D3D11 project used for testing out the shaders.

(This could be done extremely fast with the example code from Jeong-Mo Hong. Introduction to Computer Graphics with DirectX 11 [Online Course]. HongLab. https://honglab.co.kr/collections/graphics)

Now I can start having fun experimenting with HLSL!

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