Re: Lighting and FOV
- From: Gelatinous Mutant Coconut <GelatinousMutantCoconut@xxxxxxxxx>
- Date: Tue, 28 Oct 2008 16:51:59 -0700 (PDT)
Howzabout Alabaster?
Bear
Mineralogy isn't my strength, but according to Wikipedia, alabaster
refers to two distinct white translucent minerals: Calcite and Gypsum.
Apparently gypsum alabaster is what is typically sold as "alabaster"
in modern times.
I'm not sure how often calcite is going to grow in a translucent mega-
crystalline form large enough to serve as a wall, though. I'm more
used to seeing the kind of calcite deposits that form stalagmites and
such, which would need to be fairly thin in order for enough light to
pass through it. Calcite structures would definitely make sense in
most dungeon cave environments, but I guess to my way of thinking a
wall tile represents a hefty 5' by 5' pillar of stone; if you were
using a graphical representation where things like door and thin walls
are on the edges between tiles, letting light behind thin walls of
calcite illuminate them would make sense.
Gypsum is pretty good about only forming in platy, transparent
crystals, but there are very few environments where they would be
large enough to be worth representing on the same scale as an '@' or
'D'.
Of course, nobody is stopping you from inventing new materials that
happen to have gameplay properties that you want, even if there isn't
a real world analog; having some walls light up when someone with a
torch is on the other side could make for interesting gameplay.
.
- References:
- Lighting and FOV
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- Re: Lighting and FOV
- From: Gelatinous Mutant Coconut
- Re: Lighting and FOV
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- Re: Lighting and FOV
- From: Gelatinous Mutant Coconut
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