Hi everyone,
I’m currently working on a 2.5D platform game based within very confined areas. It’s basically a long flow of rooms, corridors and different floors. I’ve created the basic game-play elements within test levels which are quite small, but now I’ll start creating the levels themselves which are huge.
To achieve the lighting in the game, I must place a certain number of point lights. Unfortunately, the more point lights I put into the scene, the more draw calls I get. I’d like to get answers to my questions before I’m too far off into a false direction with my level creation.
(btw. the target platform is PC/Mac, not iWhatSoEver)
So my question:
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How would I light huge scene with several dozens of lights in it?
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If I had to use pre-calculated light-mapping (Beast), how do I have to setup my scene? Do I remove my lights after the scene has been illuminated?
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I’ve a lot of assets that can be placed in the scene. This also includes wall and floor prefabs. Usually a floor prefab measures 2x4m. If I take into consideration the size of my levels, I easily can have 800-1000 floor prefabs a scene. Would that be ok or would it be better to generate the level meshes within a modelling tool?
Thanks for your help