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Thursday, September 4, 2025

sprites – Learn how to greatest simulate headlights


Objective:

How can I greatest simulate headlight beams, in a night-time situation, in Godot 4?

The elements I’ve are all sprite-based – a top-level automotive sprite, a shadow sprite (that’s offset primarily based on time-of-day, and adjustments), and a lane sprite (the D) that’s hooked up to the automotive. That is on high of a road-bitmap, that can itself have its darkness/brightness adjusted primarily based on time-of-day. The elements:

godot game nodes

I can consider three ways in which may work:

  • Add a brand new sprite, (toggleable, with adjusted opacity) and offset it in entrance of the automotive sprite.
  • Use precise tiny 2D point-source lights (all I learn about Godot’s lighting, is that it exists).
  • Add a shader – someplace… I am positively not accustomed to shaders – perhaps it will go on the street bitmap, with a bunch of tiny coordinates?

I am pretty positive choice 1 would work – including a brand new sprite to the node-stack, offset forward of the automotive sprite. I might need to mess around with Z-levels, and so forth, however suppose it will work.

Choice 2 presumably would work, however would you have got points with efficiency (possible a number of dozen sprites on the display without delay).

Choice 3 – unsure I like the concept of shaders, but it surely so usually appears to be the reply – “simply use a shader!” 🙂

For the file, initially the shadow-sprite was going to be a shader, however a blurry dropdown-shadow shader that I discovered turned out to have hideous efficiency. I am instructed that is a common drawback with blurry shaders, as they’ve nested for-loops that drive efficiency down. So would a bunch of blurry headlight shaders do the identical factor?

I am not in search of a photo-realistic impact, simply one thing that exhibits the idea that it is obtained headlights on at night time. I am seeking to maintain FPS up, after all.

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