This work proposes an automatic real time lighting tech- nique for procedurally generated isometric maps. The scenario is gener- ated from a string seed and the proposed lighting system estimates the geometrical shape of the 2D objects as if they were 3D for further light interaction, therefore producing a 2.5D effect. We employ opacity maps to overcome an issue generated by the geometrical shape estimation. The solution is a coupled approach between the CPU and GPU. The produced visuals, gameplay and performance were evaluated by gamers, program- mers and designers. Furthermore, the performance, in terms of frames per second, was evaluated over distinct graphics cards and processors and was satisfactory.
['Érick Oliveira Rodrigues', 'Esteban Clua']
A Real Time Lighting Technique for Procedurally Generated 2D Isometric Game Terrains