Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 6872661
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 27, 20262026-05-27T03:57:27+00:00 2026-05-27T03:57:27+00:00

I have been working on an isometric minecraft-esque game engine for a strategy game

  • 0

I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some lighting. It is difficult to distinguish between separate elevations because everything is the same shade. So my question is: can I shade just a specific section of a sprite? All of those blocks are just sprites, so if I shaded the entire image, it would shade the whole block.

ScreenShot from engine

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-27T03:57:27+00:00Added an answer on May 27, 2026 at 3:57 am

    Well, it depends on how you do your lighting.

    Basically, sprites are just textured quads made of two triangles.

    Traditional vertex based lighting (which is supported by the built-in but now deprecated functions) will just calculate the lighting for the 4 corners of that quad and everything else will be interpolated. This is quite fast but might result in the wrong lighting – especially with spot lights and big quads.

    If you use directional lighting only, you might apply a normal map to your quads and thus influence lighting in a per-texel way, but that might still not be what you want.

    The modern way would be to use shaders, i.e. the lighting is evaluated per-pixel. You’d then have to provide per-texel lighting information for your quad which is then used in the fragment/pixel shader.

    Just to clarify, the meanings of some terms in this context:

    • per-texel: per pixel in the texture, those value might be interpolated
    • per-pixel: per output pixel, i.e. per screen pixel

    Edit:

    I just looked at your screenshot and it seems you’ll have to change the shade of sprite’s edges if the adjacent sprite is not on the same level. Assuming you already know which sprite edge should be visible (i.e. there’s a level change at that edge) you might just change the shading of the vertices that form that edge.

    If you don’t use any lighting, you might just start setting the vertex color to white and to some darker color for the vertices that need shading. Then multiply your texture color with the vertex color which should result in darker edges.

    Alternatively, if those level have different depths (i.e. different z values) you could use some shader for edge detection (e.g. some SSAO implementation).

    Edit 2:

    If you use plain old vertex lighting, applying weighted normals might help. Basically you calculate the weighted vertex normals from the normals of those triangles that share a vertex.

    There are several methods doing this, one being to weight the faces based on the angle at that vertex. You could multiply the normals by those angles, add then together and finally normalize the resulting normal.

    The result of that calculation might be something like this (ASCII art):

    |       |         /
    |_______|________/             
                     | /     |       |
                     |/______|_______| 
    

    Lines pointing up are the normals, the bottom lines would be your sprites in a side view.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

Yo everyone! I have been working on an Isometric Tile Game Engine in HTML5/Canvas
I have been working on a wrapper for a COM object that can only
I have been working on Hibernate since sometime and I never really paid attention
I have been working on a project recently where a Player can create a
I have been working on making my website mobile compatible. Whilst I have successfully
I have been working through a tutorial ( http://glacialflame.com/category/tutorial/ ) to build an Isometric
I have been working off of a tutorial of a tower defence game( http://www.guahanweb.com/2009/01/31/tower-defense-in-as3-part-iv/
I have been working on a web services related project for about the last
I have been working with Visual Studio (WinForm and ASP.NET applications using mostly C#)
I have been working with a string[] array in C# that gets returned from

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.