![]() I know this is a bit more advanced, but also the point light generated by the player's flash light is stopped by blocks and let through by the open spaces. How to achieve Terraria/Starbound 2d lighting?įor example, take a look at this video for a really good impression on how 2d light works in Starbound: And also in Terraria you have to stick a torch on a front block, whereas in Starbound you can place a torch on the background blocks. Terraria can only reach about 4-5 blocks away, while Starbound can reach about 10 blocks away. These are 2D scrolling games where you can do many things. Make pixel lighting like terraria and starbound Starbound has really far reach compared to Terraria. Project description The idea is to create an Open Source sandbox game like Starbound or Terraria. But no explanation on how to implement this in Unity and not the Terraria/Starbound effect I'd like to achieve: Take a look at similar posts with links to articles that cover the basics of raycasting. I'd also like to know if it's possible to NOT use a package from the Unity Marketplace. I'd love to get an answer on how to implement this kind of lighting in Unity. I wouldn't like to see theories worked out or something. Or provide an explanation with source code or links to the Unity docs in your answer. Note: I love a helpful answer, but please provide a link with a detailed explanation. But I'm thinking about air blocks (which are gameobjects) and maybe I have the wrong logic. You can play this by yourself or as a 8-player online game. Starbound is not a sequel, but many people call it a spiritual successor to Terraria. Starbound is an action-adventure game from the developer of Terraria about the exploration. My guess is that this is performance heavy. Starbound is quite similar to Terraria, but there are a few key differences such as races and the fact that the world doesn't end, it wraps around (planets are round, you can walk in one direction and end up where you started). I guess this is done with shaders, but I'm not sure. In the Graphic settings you can enable Smooth Lightning, which will (obviously) smooth the lightning on the blocks. In Minecraft, light can travel for a certain amount of air blocks. This does not mean I'm saying that raycasting is the solution. I'd love a well-explained answer with how to achieve this Terraria/Starbound lighting effect. I read that you can somehow use raycasting? To target 'open space' or something? I have no experience with shaders or with lighting in games at all. Also, lots of lights will cause performance issues very quickly. And light creates a squared edge around some of the tiles for some reason. As if the light is really shining through the background there. Also, note the hole in the background, this is generating some extra light into the cave. To aid with building, there is a Journey Mode, which lets players duplicate resources without using glitches. The cave on the right side shows a better example of how light is handled. Terraria: 2-dimensional, but to compensate, there are plenty of blocks, customisable through dyeing, hammering, and actuating, as well as many specialised furniture pieces. We can see some kind of 2D directional light? Please note that the lighting inside the house is generated by torches again. ![]() Here is a great example of the top layer. ![]() ![]() It's expanding its light at its best through 'open spaces' and it is stopped by blocks fairly quickly. In the first image you can see that light is generated by torches. But that won't give me the result I want. I could add a material to the sprite with diffuse shading and than add lots of lights. I can't say if that's something either in favor or against Starbound, as I lack the insight i to the modding scenea of both games on account of being a massive vanilla junkie.I have a map with a lot of sprites. "Per Capita", so to speak, few people in the community play unmodded Starbound, but a whole lot of people in the Terraria community play it vanilla. Both support modding, SB does so in an exceptionally simple and easy to use manner utilizing the Steam workshop, while Terraria is on it's way to expanding it's mod support with a fresh and extremely massive new update that's coming in 16th of May (there's a changelog for it already, including the information on mod support changes, but I haven't read any details on what exactly they're integrating into the game in order to improve modding). Otherwise Terraria - significantly wider, deeper, better game, a fucking leviathan of a gaming experience compared to the small fancy adventure of Starbound. Assuming you're only interested in vanilla experience - SB pulls ahead if you dig the artstyle, the setting, the "lore" and possibly the much tamer and down-to-earth (literally) combat. ![]()
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