Today's post is a bit more technical. I want to keep you updated on my progress, not only in the game's development itself, but also in using the game engine.
Let's get started. Lighting in video games is a very important feature, not only visually, but also technically. Calculating lighting is one of the most computationally demanding processes for computers, which is why different techniques have been developed over the years to accomplish it.

I won't bore you with too much information and will get straight to the point: in Unreal Engine, you have several options for integrating lighting into your project, each with its own pros and cons. These are the options:
• Static Lighting: Offers the best performance, but can't be moved or changed and doesn't allow rendering shadows on dynamic objects (although there is a workaround for this).


• Stationary Lighting: Combines static lighting with dynamic shadows. Can't be moved but you can change the intensity. It performs worse than static lighting. It can only have a maximum of four stationary lights overlapping each other.

• Movable Lighting: Produces the best visual results, but needs to be recalculated every frame, which significantly impacts performance. Can be moved and allows modifications.
What type of lighting does Parasite Echo use? All three simultaneously. The key is to use stationary and movable lighting only in specific cases.
Could you tell me what type of lighting is used in Cira's flashlight?

Play and support the game on Patreon or Subscribestar
