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Create free accountWhitepaperIFIP International Conference on Entertainment Computing (ICEC)
This research introduces an automated, real-time lighting technique designed for procedurally generated 2D isometric game environments. The primary thesis is that high-quality, 3D-like illumination can be achieved in isometric games without the need for manual 3D modeling or pre-existing geometrical data. By estimating the geometry of 2D sprites and employing opacity maps, the system creates a 2.5D lighting effect that interacts dynamically with the environment.
The methodology utilizes a coupled CPU-GPU approach. Upon loading a map, the system generates a 2D boolean obstacle map to guide light ray tracing, which is performed using an adapted Bresenham’s Line Algorithm. To resolve visual artifacts where sprites are incorrectly lit based on their depth, the system incorporates opacity maps that add or subtract light intensity based on the vertical position of objects relative to the light source. The final rendering is processed via a fragment shader, which applies a box-blur to the light texture to enhance visual aesthetics and performance.
Performance evaluations conducted across various hardware configurations indicate that the technique is efficient, with the primary bottleneck identified as CPU processing and CPU-GPU communication rather than GPU rendering power. User feedback from 61 evaluators—including designers, programmers, and gamers—was largely positive, with an overall rating of 8.72 out of 10. Participants particularly valued the potential for reduced development workloads. While the majority of users expressed a preference for the enhanced visuals, the study concludes that maintaining a consistent frame rate is critical, as gamers are sensitive to performance drops that might impact gameplay. The findings suggest that this approach provides a viable architectural foundation for future procedural game development frameworks.
Kazakh-British Technical University · 2026