> Mechanics of Light
> Parallel lights with no falloff (sun, moon)
should be ok
> Point-source lights with inverse-square falloff, stationary unless performance permits
yes, static & moving
> Each tile lit with a certain amount and color of light, affecting visibility of creatures/items inside it
yes
> Colored windows can filter colors, apertures like fortifications filter amounts of light
multicoloring should be ok, not sure about performance costs
> Shadows cast by terrain only -- no creature/item shadows unless performance permits
yes, terrain casts shadows. Creatures \ items can cast shadows, but performance may drop, did not research it with the exception of damned doors
> Ambient lighting for unlit areas (possibly depending on brightness of sunlight/moonlight, inside/outside, depth underground)
should be ok
> Diurnal cycle in fortress mode?
should be ok
>Gameplay
engine was designed to be a part of the game, not a paintbrush for ladies for making rooms look cool <^_^>. Period.
> Creatures work and fight less effectively in darkness (depending on vision attributes)
should be ok, engine calculates lighting for every light, not only for those that are visible to player
> Light contributes to room value
should be ok
> Nobles can demand light
well...
> Effects of light on underground farming
should be ok
> Dwarves can douse the lights before going to bed
errrrr...
> Design challenge for the player, and way of beautifying fortress
> Producing Light
> Fire -- occasional refueling needed
yes, engine was designed with thoughts about fire
> Torches and tallow candles in holders
should be ok
> Braziers made of stone or metal, fueled with charcoal or wood
should be ok
> Lamps filled with plant/animal/mineral oil
should be ok
> Wildfires
should be ok, but wildfires and any terrain lights \ wide area lights have relatively large performance cost
> Alternatives
> Luminescent plants, glowing extracts in glass containers
tested, 3500 plants & shrubs, each of them acting as a very small light source
> Gem lamps
should be ok
> Captured fireflies/pixies
should be ok
> Glowing magma
does not seem to be a good idea because of performance costs, i'll take a look
> Manipulating sunlight
> Mirror -- reflects beams from parallel sources, can be aimed at a particular target (this apparently has historical precedent)
not supported at this moment. Definitely will produce performance issues as people may want to have 'mirror rooms'
> Prism -- converts a parallel beam into a point source
the same
> Mirror and prism can work in concert to shine sunlight deep into the fortress
the same
> Interface
> "Keep Lit" toggle for rooms, automatic "building" of light sources as needed
hmmm...
> Automatic refueling (and replacement of torches/candles) based on list of permitted fuels
should be ok
> All advanced lighting features can be toggled in init, for slower computers
I don't care about slower computers, that's not the problem of the engine. Moore's law states that "the number of transistors on integrated circuits doubles approximately every two years". Engine is designed to use multithreading + OpenCL \ CUDA in future. And CP437 does not make sense to me as well, 21st century is a good reason to go to 32 bit graphics
> Also if the performance is good, how about people/animals occluding light rays?
I'll think about it