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 Post subject: Lighting
PostPosted: Sat Sep 15, 2012 2:39 pm 
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Chairman
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I started to code a light manager:
Attachment:
lighting_small.jpg
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But since I was faced with too many limitations, I have to switch the platform now. (Currently I am using SLICK) and now I move to LibGDX).

I hope the platform change won't take too long. One benefit will be that the game will probably not only run on PC, Linux and Mac but also on Android devices.


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 Post subject: Re: Lighting
PostPosted: Sat Sep 22, 2012 12:03 am 
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Finally I got the light manager to work properly. This was an important development step. Now there is only one big hurdle left: The network code. Anything else is easy going, but of couse also takes "some" time to develop.
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2012-09-22T01-55-45_preview.jpg
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 Post subject: Re: Lighting
PostPosted: Sat Sep 29, 2012 2:36 pm 
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Tycoon
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Couldn't the light fade out smoothly at the sides too?

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 Post subject: Re: Lighting
PostPosted: Sat Sep 29, 2012 4:15 pm 
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oberhümer wrote:
Couldn't the light fade out smoothly at the sides too?

you are talking about the randomly spread vehicle lights, are you? just ignore them. they aren't the final ones.

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 Post subject: Re: Lighting
PostPosted: Sun Apr 07, 2013 4:49 pm 
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The following non-moving lights will be available in P1SIM:
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 Post subject: Re: Lighting
PostPosted: Sun Apr 07, 2013 7:33 pm 
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 Post subject: Re: Lighting
PostPosted: Sun Apr 07, 2013 7:34 pm 
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Traffic Manager
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nice - i like lighting

i think interiors needs lighting - example inside of factories


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 Post subject: Re: Lighting
PostPosted: Thu Apr 11, 2013 1:42 am 
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smallfly wrote:
But since I was faced with too many limitations, I have to switch the platform now. (Currently I am using SLICK) and now I move to LibGDX).


Are you still using Slick2D?

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 Post subject: Re: Lighting
PostPosted: Thu Apr 11, 2013 8:13 am 
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Hazzard wrote:
Are you still using Slick2D?

Yes. The porting to LibGdx was a nightmare. So I stick to Slick2D.

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