<story><title>PICO-8 lighting, part 1: thin dark line</title><url>https://medium.com/@krajzeg/pico-8-lighting-part-1-thin-dark-line-8ea15d21fed7#.2prysaoe5</url></story><parent_chain></parent_chain><comment><author>kibwen</author><text>I&amp;#x27;m reminded of how I was watching a friend play a game recently (can&amp;#x27;t remember the name, sadly) with a really clever and unique way of accomplishing line-of-sight lighting effects. It&amp;#x27;s a top-down 2D game, but the engine is 3D, and all level geometry that would block LOS simply projects upward an infinitely tall black tower (with a slight gap between the bottom of the tower and the ground plane, so that you can see enough of the geometry sprites to determine that there&amp;#x27;s a wall there). Combined with a fisheye lens effect on the camera to exaggerate the towers, it&amp;#x27;s a very convincing and artistic effect.&lt;p&gt;EDIT: Found it, it&amp;#x27;s called Teleglitch: &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;www.youtube.com&amp;#x2F;watch?v=iEnS4wPRETw&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;www.youtube.com&amp;#x2F;watch?v=iEnS4wPRETw&lt;/a&gt;</text></comment>
<story><title>PICO-8 lighting, part 1: thin dark line</title><url>https://medium.com/@krajzeg/pico-8-lighting-part-1-thin-dark-line-8ea15d21fed7#.2prysaoe5</url></story><parent_chain></parent_chain><comment><author>sleazy_b</author><text>To anyone that&amp;#x27;s remotely interested, I&amp;#x27;d really suggest getting yourself a copy of PICO-8 to fiddle with. When people post their games, they include all the code&amp;#x2F;assets by default, so there&amp;#x27;s a ton of stuff to read and learn from and it generally is a fun tool to mess with. I&amp;#x27;m working on my first Tetris clone atm myself</text></comment>