Leonid PershinandClaude Opus 4.8 79d406a9f4
CI / build-test (push) Successful in 1m14s
Add 2D lightmap: occlusion shadows and point lights
Extend the Lighting module with a per-cell lightmap. LightmapBuilder (pure,
tested) fills an ambient base, shades occluder cells, and adds point lights
that attenuate with distance and are blocked by occluders between source and
cell (grid-traced soft shadows). Lightmap holds the grid plus a greyscale
texture (Upload) and a bilinear SampleAt for the simulation; a PointLight
component places lights in the world. LightmapSystem rebuilds the grid a few
times a second (ambient from the day/night cycle with a night floor, occluders
from a game-supplied grid, point lights from the ECS); LightmapRenderSystem
multiplies the lightmap over the world after the sprite flush and under the
HUD. Wired via scene.UseLighting(...), sampled through Lighting.SampleAt. Docs
updated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 18:40:17 +03:00
2026-06-10 23:50:05 +00:00
2026-06-10 23:50:05 +00:00

mrgameeng

Cross-platform 2D game engine built on MonoGame 3.8.4 (DesktopGL) and Friflo.Engine.ECS — ECS-first, .NET 8, C#.

Developer documentation (Russian): docs/architecture.md, docs/roadmap.md.

Showcase: the LittleSim game — a god-sim built on this engine (vendored there as the engine/ submodule) that demonstrates every engine feature.

License

MIT — see LICENSE.

S
Description
No description provided
Readme MIT
1 MiB
Languages
C# 100%