Creating Doom 2 glowing "bullet" w/ dynamic lighting effect

I remember playing Quake 2 back in the day and firing the basic gun and watching in awe as the glow from the projectile lit everything in its path (and I believe there were some realtime shadows going on here as well). How would one achieve this effect within Unity keeping performance in mind? Enabling real-time shadows in Unity Pro is trivial, but what should I do with the projectile to enable this type of dynamic lighting? Should I put a point light in each projectile?

No there weren’t any realtime shadows, that is basic ray lighting, by changing the colour palette of whatever is supposed to be lit up.
There were no realtime shadows in doom 2.

In unity, just experiment, a point light per bullet pooled can work if the firing rate is slow, and they can do rather well, if the fire rate is slow.

Oops, my mistake, I meant Quake 2… the laser gun that fired a glowing laser particle (I just edit my original post to correct this). I could have sworn that Quake 2 had realtime shadows…

Just watch that and decide for yourself.

I can assure you there’s nothing in there you can’t do in Unity with ease. :slight_smile:

Yup, that’s the blaster gun in action! I know this is possible in Unity, I’m just wondering what would be the most efficient means of accomplishing this effect. One idea is to use a point light in each projectile, but that’s all I can think of and I don’t even know if that’s the best way of doing this. Oh, the projectile may also include particle effects as well; thought I’d put that out there in case that changes the answer. If someone in the know could confirm that this is indeed the best approach to take then I’m good to go! :smile:

I would just use point lights. If you have pro then you can use deferred rendering. If not you’ll just have to push through. :slight_smile: I use point lights for everything because they look so cool.

http://unity3d.com/support/documentation/Components/RenderTech-DeferredLighting.html

:frowning:

uh thats QUAKE 2 not doom2.

here’s doom2.

Read the OP newb. He corrected himself. =D

Hey! Doom2 stole our particle effects! (Seriously. You’ll see, lol)

No, it was way too early for that. There was a .ini file entry you could use to enable “shadows”, but they were simply flattened versions of models using a transparent texture.

–Eric

Although he hasn’t change the topic title, which will continue to spread confusion :slight_smile:

And yeah, definitely no shadows, there’s some great examples in that video TwiiK posted, at around the 1:00 mark a projectile hits a barrel above the broken floor and illuminates the section below.

So that’s basically a moving point light. If your fire rate is too high to have that many lights, you could cheat it with a particle system of large glows - if you create the sprite well enough it’ll give the illusion of being a light source.