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FPSC Classic Product Chat / hmm can someone explain this to me

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OoBlazeoO
18
Years of Service
User Offline
Joined: 22nd Nov 2006
Location:
Posted: 12th Jan 2008 08:22
For some reason when I use dynamic lighting
the games run much faster once built into an
.exe. Not saying that its a bad thing but
I was just curious as to why it does that..
Maybe we should all use dynamic instead of
static lighting =]]]
Pus In Boots
19
Years of Service
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Joined: 5th Nov 2005
Location: S.M.I.L.E. industries
Posted: 12th Jan 2008 13:26
As you've probably noticed, static lights cast a pre-calculated shadow. But for this to work, the whole level must be lightmapped. A level with no static lights doesn't need to make these calculations. Too many static lights will make a game run slow, but look better in general. Also, dynamic lights seem to look a bit duller, but maybe that's just me.

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OoBlazeoO
18
Years of Service
User Offline
Joined: 22nd Nov 2006
Location:
Posted: 13th Jan 2008 01:46
Oh okay but I know what youre talking about
when you say they look duller because to me
they look less bright...but theyre good enough
for me lol thanks for the info =]
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 13th Jan 2008 04:37
Making a level entirely out of dynamic lights is a very very bad idea. If your light doesn't NEED to be a dynamic light, then it would be wise to make it a static light.

The reasoning behind this lies in a very well documented and well known limitation with DirectX lights (which is what the dynamic lights in FPSC run off of). The limitation keeps you from having more than 7-8 dynamic lights active at one given time, and although this is very well handled in FPSC, if you were to try to have too many dynamic lights on screen at the same time, then some of them will not function at all.


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~PlystirE~

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