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Soldier Girl is an anime inspired top down shooter style RPG. It's made with Unreal so expect the best that mobile graphics has to offer. The developer created the Monkey Land 3D series so you can expect an epic over arching story that will span a few games. The theme is military style weapons of the present and future vs robots with an origin that is unknown. All we know is their main goal is to take out the human race and use the earth's resources for themselves! They must be stopped! Use handguns, SMG's, LMG's, shotguns, flame throwers, rocket launchers and more! Get kill streak rewards like care packages and air strikes to use on the hordes of bots! Level up and collect XP and credits for better gear and weapons! Customizable in almost every way, with camera settings and controls! Keep an eye out, FMJ Games Presents Soldier Girl!

Post news Report RSS Soldier Girl, How to build better lighting on the iPhone

So this past week of dev work included updating the lighting on the work in progress test level. Just to get an idea of how the lighting could look in the end.

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What's going on here is there are two separate meshes in this scene. One is the road and sidewalk so basically the ground. The other is a group of light poles, signs, and benches. They are grouped as one mesh to keep draw calls down on the iPhone and iPad.

Without going into to much detail draw calls are essentially what happens any time a mesh or texture is drawn on the screen. With a high action game like this if you have to many draw calls a serious drop in frame rate can happen and we don't want that one bit!

So with these two separate meshes I can create these pretty defined shadows. If I grouped all of the signs onto the road it wouldn't look as good because objects don't self shadow very well. So you're constantly thinking about what meshes can be grouped and which should be separate to get the best lighting possible. Thanks for checking this out, I'll have more updates next week!

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