I took a look at some of the earlier videos from the past two weeks and particularly like the darker lighting and more intense flashers (ie: very nice how the flasher reflects of the side of the cabinet).
Eg:
https://youtu.be/jfL-uH-VRig
Will it be feasible to support the adjusting of lighting levels in real time whilst playing maybe with in-game sliders? Would be great to see at some how a table looks in a really dark room.
The physics look very good and the reflections are impressive.
I felt lighting was a critical component to get right (second to physics) so I spent a LOT of time working on how the playfield lights work and I'm pretty happy with where that wound up. The inset lighting has an accurate 3D effect as you view the playfield from subtly different angles. The insets also have a refraction map for things like starburst patterns as you can see in the videos. Best of all this is done very efficiently so it runs fast on the graphics card.
For each inset playfield light you can adjust:
- HoleShape - a 2D mesh: a circle, rounded square, arrow, triangle or any custom shape.
- BulbDepth - a scalar value that just affects how far under the playfield the light source appears.
- InsetDepth - a scalar value that represents how deep the bottom of the plastic inset appears (where the refraction appears to come from).
- InsetRefractionMap - a normal map texture that provides the refraction effect for things like starburst insets.
- Tint - the RGB tint of the light.
- Temperature - a scalar value that also affects the tint of the light. It's black body temperature. (for example 6500k for LED style lighting, 4200k for warmer, incandescent style lighting)
- Lumens - a scalar value that adjust the visual approximation of the light's intensity/brightness.
- Overlay - a RGBA texture that represents any translucent decal overlaying the light.
- OverlayScale - a 2D vector value to adjust the overlay scale.
- OverlayOffset - a 2D vector value to adjust the overlay offset.
All of these can be set dynamically at runtime although tint and lumens would be the only ones that would realistically change. The light 'hole' can be scaled to any size as well.
There will be a user preference that allows players to switch between warmer dimmer incandescent lighting and brighter 6500k LED lighting. A global setting and per-machine a override.
I'm hoping this system would cover just about any inset playfield light.
My focus for the next demo build is a demonstration of all the variations you can do with inset lighting.
EDIT: It would be great if you guys could link some images of real world playfield lights that you think are interesting or challenging to recreate and I'll do those for the demo. (A single light viewed closeup per image I mean)
Edited by tmek, 02 October 2015 - 10:52 PM.





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