Over the past several weeks, the community has been helping me to get shaders integrated with my project. In the spirit of trying to produce as much or more than I consume, I’ve put together a simple tutorial demonstrating how to use a lighting shader within MonoGame.
Special thanks to kosmonautgames for bearing with me when I initially came with no knowledge. The shader he provided is the basis for this tutorial.
Yeah, I’m going to remove the 200 bits from the blog post I think. That is born out of rendering cubes on a grid, and needing to display a light at a point on that grid. I’m glad you called that out.
oh yeah and by the way I would save the transformation matrix for each object in the object itself and only update it when the object moves - for example walls etc. never do.
Especially if you have more interesting world matrices with scale * rotationx *rotationy * rotationz * translation and a thousand objects it becomes a tiny bit expensive to do that per frame per object.
Just little things, really just nitpicking here, don’t hate me
Lol, these are good tips! I don’t hate you at all. Thank you for the suggestions, I can’t believe I didn’t think to store the transforms for static objects. This is very helpful.
Would your post benefit from screenshots? Maybe a scene with and without the shaders. I feel like shader tutorials can start with a visual introduction followed by code.