Light and shadows in 2D fascinates me. Even more than 3D. There are countless ways to optimizes stuff like this and, compared to 3D, you're actually able to get really atmospheric results even on low end devices. Stuff like soft shadows with shadow penumbra and antumbra are actually possible to implement with high quality without insane performance hits.<p>Thanks to the author for sharing the implementation step by step.<p>Here are some other fascinating examples of 2D light and shadow:<p><a href="http://ncase.me/sight-and-light/" rel="nofollow">http://ncase.me/sight-and-light/</a><p><a href="http://nottutorials.blogspot.ch/2009/09/dynamic-2d-soft-shadows.html" rel="nofollow">http://nottutorials.blogspot.ch/2009/09/dynamic-2d-soft-shad...</a><p><a href="https://www.youtube.com/watch?v=0FZIKX1Y_8I" rel="nofollow">https://www.youtube.com/watch?v=0FZIKX1Y_8I</a><p><a href="https://www.youtube.com/watch?v=sZxrQHIaBbE" rel="nofollow">https://www.youtube.com/watch?v=sZxrQHIaBbE</a><p><a href="https://www.youtube.com/watch?v=AslPHY2Bomc" rel="nofollow">https://www.youtube.com/watch?v=AslPHY2Bomc</a>
Your previous article made me remember about and subsequently purchase PICO-8. I've been hooked since then.<p>If anyone out there is considering buying PICO-8, go do it! It's so much fun.
Very cool demo. I remember RPGs on the SNES looking line this. I'm guessing that the colors on this are gamma corrected. Are you doing a linear conversion then going back to a gamma corrected palette when building the fills table?