Dynamic light sampling raytraced against BSP entities (Patreon)
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I've fixed the support for standard dynamic lights on rotated BSP entities (it was buggy in vanilla Quake's renderer), and added proper support for raytraced light sampling on rotated BSP entities too. This means that the dynamic lights that are cast on rotated BSP entities can properly collide against the world BSP. This means that all instances of dynamic lights colliding against world surfaces are properly implemented now.
However, to complete the effect, the dynamic lights must collide not only against the world, but also against all BSP entities in the way, including the entity that owns the surface being lit (i.e. self-shadowing).
As seen in this video, I've already got it to work with non-rotated entities, including moving ones. Moving platforms can finally cast shadows.
However, dynamic lights still can't collide properly against rotating BSP entities, which means that a rotating fan can't cast rotating shadows properly yet. After getting it to work, I'm going to optimize the raytracing code some more.
And finally, this month has been extremely busy in my real life, but in a good way; I've been able to take care of some huge problems, and I'm still solving other big problems. Financially, I'm still in a delicate situation, but the debts aren't snowballing anymore. At this pace, if I don't lose more patrons, I will be able to get my real life fixed by the end of 2024. If everything goes as expected in 2024, I'll make Retroquad more open to the public and focus heavily on making a game using it, because there will be no time-consuming real life problems distracting me anymore. Fingers crossed.