Post name says its “real time” and not real time because the way its scripted is a little predictable, but it does render in real time (and only within a set distance) to keep framerates up.
So I got bored, and an hour later I made light bouncing in roblox with no external tools or research on how this stuff even works.
The old system has more accurate colors in smaller rooms for the most part, but gives off too much light.
It’d be good for showcases, but not suited for games.
The new system is much more accurate in larger rooms I’d say, with the lighting being more realistic than it was, and I’m still working towards making it perform as good as I can!
I managed to keep performance pretty good, staying around 60fps the whole time while moving the camera around, however the system does not at all work when there’s a lot of lights near eachother, and it majorly slows down raycasting with larger lights.
Did I do good and what could I improve?
Edit:
After (many) optimizations for the client, it does finally run at a good framerate in the roblox player and still look (nearly) as good!
(It was unoptimized for the player, but ran in studio just fine)
If you want to try it on your computer, you can here.
(Note, it brings my framerate down from 165 to the numbers shown in the screenshots)
Also, let me know if you want me to release this as an asset or something!
UPDATE 15/11/23
The system now fully supports surface lights!
Just have to create spot light support and I can release it