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A real time lighting technique for procedurally generated 2d isometric game terrains

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Érick Oliveira Rodrigues, Esteban Clua

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Description

A real time lighting technique for procedurally generated 2d isometric game terrains proposes automatic lighting for seed-generated isometric maps by treating 2D tiles as simplified 3D occluders for light interaction.

Opacity maps and a CPU-GPU split estimate geometry so procedurally generated worlds gain a 2.5D lighting look without hand-placed light volumes for every tile variant.

The Entertainment Computing / arXiv study includes user evaluation with gamers, programmers, and designers plus FPS measurements across several GPUs and CPUs.

Indie and 2D-isometric developers with basic shader and procedural map pipelines will find the approach approachable at an intermediate level.

Procedural 2D lighting papers are niche but useful references for teams shipping tile-based games with generated worlds.

Link last verified accessible on 2026-09-28.