Realistic light physics is very resource intensive, way more so than dynamic fluid phyics. Lots of multiple ray evaluations and then all their interactions per polygon... It's also one of the hardest things to get right when working in 3D and it's the easy to make fuck all ALL your work and make it look like shit.Treblaine said:Well, that would be asking for perfection.RhombusHatesYou said:Unfortunately full physics based lighting is not something you can pull off in realtime yet.
I'm just asking for further evolution towards that ideal, though my understanding of computer graphics is that it IS light, realistic appropriation of light, which is what is needed to cross the "uncanny valley".
I just want to be able to walk into a dark room in a game and see by the shimmering reflective surfaces and then shine a light, glass diffracting, refracting and reflecting light. It doesn't have to be realistic, I'd be keen even for a highly stylised view.
I look forward to the first game to really crack this, that is able to have actual light in a game... rather than a collection of tricks to give the illusion of the game actually having photons and reflection. I think PS3 is closest to this... closer than even PC gaming (which is a bit too concerned in pure pixel pumping).
Admittedly, a plug in light physics engine for game engines would rock on fucking toast. Do for lighting in games what Havoc did for soft-body physics.