Testing my new distance-lighting technique
This second one is to test the horror aspect if I wish to use it.
I had to swap out the pixel-editing for this new method (Increased the FPS from 40 to 60 for me), with this new method comes other benefits, each texture now has a number of copies of itself, each one progressively darker, with each distance, the picture is swapped in or out. I can use this to edit the dark images so they have glowing lights, which would be perfect for my computer-monitor opening of the game, the player will see the monitor in the darkness to guide them. I can also give enemies glowing eyes in the dark, or make items light up.
I further optimised the rendering by having the renderer stop when it goes beyond the farthest light-level, it looks seem-less currently, but I'll have to watch out for it when expanding the engine. This locks the frame-rate for wide-open areas, so it doesn't drop below 30.
I'm expanding this so lighting is controlled in the same way, so a cube of map could have the image brightness of 4 amongst the darkness, which would be good for illuminating corridors.
I also had to drop the GDI+ hybrid, I'm looking into using direct draw again but apparently simple drawing a 2D image is a complete nightmare. Dropping the GDI+ hybrid moved my frame-rate from 60 to 125 but reduced the rendering quality significantly.
For poor-CPUs, there is now an option to drop the floor rendering, which takes my frame-rate from 125 to 200 in closed-in environments and to a maximum of 333FPS in open environments, with the floor-rendering dropped and the torch turned-off there's quite a dark feeling to the environment and you have to stick close to the walls to navigate, so that could be used for sections in the game when the lights suddenly cut out and the player needs to find a switch.