@arcaneingenuity Delver's static lights were baked into the level's vertices at level load time, doing some simple ray casts to keep lights from bleeding through walls. A small number of dynamic lights were also available, and calculated per-vertex.
Vertex lighting was used for a softer look
In Wingleader updates, I got the first pass on the Strakha cloaking cockpit interior effect working - taking some inspo from the One Ring. 😛 Also, I did make and implement the gradual LED fill on the gun/fuel lights. Custom SFX for the cloak, too- Enjoy!
For those following my Arena engine, 0.15.0 is out now. This includes all the work for creating a new renderer that closely matches the original game's look. Gameplay will be in a future release. Come to Discord for more frequent updates. https://t.co/Aj6aSwoszn
@Nexxtic the lighting in Selaco is great! It looks like there's some shadow tech that uses full height walls, how does that work? Is that doing some dynamic sector trickery or some stencil shadow stuff?