{"id":39053,"date":"2019-10-31T22:27:36","date_gmt":"2019-10-31T19:27:36","guid":{"rendered":"https:\/\/prohoster.info\/blog\/kak-osveshhenie-vliyaet-na-gejmdizajn-i-igrovoj-opyt\/"},"modified":"2019-10-31T22:27:36","modified_gmt":"2019-10-31T19:27:36","slug":"kak-osveshhenie-vliyaet-na-gejmdizajn-i-igrovoj-opyt","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sq\/blog\/news\/kak-osveshhenie-vliyaet-na-gejmdizajn-i-igrovoj-opyt","title":{"rendered":"How Lighting Affects Game Design and Player Experience","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/1cde9de838dae93f6925388753308f25.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\nN\u00eb pritje t\u00eb PS5 dhe Project Scarlett, t\u00eb cilat do t\u00eb mb\u00ebshtesin gjurmimin e rrezeve, mendoj p\u00ebr ndri\u00e7imin n\u00eb loj\u00ebra. Gjeta nj\u00eb material ku autori shpjegon \u00e7far\u00eb \u00ebsht\u00eb drita, si ndikon n\u00eb dizajn, ndryshon loj\u00ebn, estetik\u00ebn dhe p\u00ebrvoj\u00ebn. T\u00eb gjitha me shembuj dhe skrinshot. Gjat\u00eb loj\u00ebs, nuk i kushton v\u00ebmendje menj\u00ebher\u00eb k\u00ebsaj.<br \/>\n<noindex><a rel=\"nofollow\" name=\"habracut\"><\/a><\/noindex><\/p>\n<h2>Hyrje<\/h2>\n<p>\nNdri\u00e7imi nuk \u00ebsht\u00eb vet\u00ebm p\u00ebr t\u00eb lejuar lojtarin t\u00eb shoh\u00eb sken\u00ebn (ndon\u00ebse kjo \u00ebsht\u00eb shum\u00eb e r\u00ebnd\u00ebsishme). Drita ndikon n\u00eb emocionet. Shum\u00eb teknika ndri\u00e7imi n\u00eb teat\u00ebr, film dhe arkitektur\u00eb p\u00ebrdoren p\u00ebr t\u00eb forcuar p\u00ebrb\u00ebrjen emocionale. Pse k\u00ebto principe t\u00eb mos i huazojn\u00eb dizajner\u00ebt e loj\u00ebrave? Lidhja midis imazhit dhe reagimit emocional ofron nj\u00eb mjet tjet\u00ebr t\u00eb fuqish\u00ebm q\u00eb ndihmon n\u00eb pun\u00ebn me karakterin, narrativ\u00ebn, z\u00ebrin, mekanikat e loj\u00ebs dhe m\u00eb shum\u00eb. Nd\u00ebrkoh\u00eb, nd\u00ebrveprimi i drit\u00ebs me sip\u00ebrfaqen lejon t\u00eb ndikoj\u00eb n\u00eb ndri\u00e7imin, ngjyr\u00ebn, kontrastin, hijet dhe efektet e tjera. T\u00eb gjitha k\u00ebto rezultojn\u00eb n\u00eb nj\u00eb baz\u00eb q\u00eb \u00e7do dizajner duhet t\u00eb zot\u00ebroj\u00eb.<\/p>\n<p>Q\u00ebllimi i k\u00ebtij materiali \u00ebsht\u00eb t\u00eb p\u00ebrcaktoj\u00eb se si dizajni i ndri\u00e7imit ndikon n\u00eb estetik\u00ebn e loj\u00ebs dhe p\u00ebrvoj\u00ebn e p\u00ebrdoruesit. Do t\u00eb shqyrtojm\u00eb natyr\u00ebn e drit\u00ebs dhe si p\u00ebrdoret ajo n\u00eb fusha t\u00eb tjera t\u00eb artit p\u00ebr t\u00eb analizuar rolin e saj n\u00eb loj\u00ebrat video.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/08b4722bb263107e6cc619021bae2ae6.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u00abLiqeni i P\u00ebrgjaksh\u00ebm\u00bb, Aleksand\u00ebr Ekman<\/i><\/p>\n<h2>I \u2014 Natyrat e drit\u00ebs<\/h2>\n<p>\n\u00abHap\u00ebsira, drita dhe rendi. K\u00ebto jan\u00eb gj\u00ebrat p\u00ebr t\u00eb cilat njer\u00ebzit kan\u00eb nevoj\u00eb aq shum\u00eb sa p\u00ebr nj\u00eb cop\u00eb buk\u00eb ose strehim\u00bb, \u2014 Le Corbusier.<\/p>\n<p>Drita natyrore na drejton dhe na shoq\u00ebron q\u00eb nga lindja. Ajo \u00ebsht\u00eb e nevojshme, krijon ritmin ton\u00eb natyror. Drita kontrollon proceset e trupit ton\u00eb dhe ndikon n\u00eb or\u00ebt biologjike. Do t\u00eb shqyrtojm\u00eb \u00e7far\u00eb \u00ebsht\u00eb fluksi i drit\u00ebs, intensiteti i drit\u00ebs, ngjyra dhe piketat fokale. Dhe k\u00ebshtu do t\u00eb kuptojm\u00eb nga \u00e7far\u00eb p\u00ebrb\u00ebhet drita dhe si sillet ajo.<\/p>\n<h3>1 \u2014 \u00c7far\u00eb sheh syri i njeriut<\/h3>\n<p>\nDrita \u00ebsht\u00eb nj\u00eb pjes\u00eb e spektrit elektromagnetik, e perceptueshme nga syri. N\u00eb k\u00ebt\u00eb segment t\u00eb gjat\u00eb t\u00eb val\u00ebve jan\u00eb n\u00eb gam\u00ebn nga 380 deri n\u00eb 780 nm. Gjat\u00eb dit\u00ebs ne dallojm\u00eb ngjyrat fal\u00eb konesh, nd\u00ebrsa nat\u00ebn syri p\u00ebrdor shkopinj, dhe ne shohim vet\u00ebm nuancat e gris\u00eb.<\/p>\n<p>Pjes\u00ebt kryesore t\u00eb drit\u00ebs s\u00eb dukshme jan\u00eb drejtimi, intensiteti, frekuenca dhe polarizimi. Shpejt\u00ebsia e saj n\u00eb vakuum \u00ebsht\u00eb 300 000 000 m\/s, dhe kjo \u00ebsht\u00eb nj\u00eb nga konstanta m\u00eb themelore fizike.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/49f7d0d05d830d3de4db5f4b9cb21ce9.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Spektri elektromagnetik i duksh\u00ebm<\/i><\/p>\n<h3>2 \u2014 Drejtimi i p\u00ebrhapjes<\/h3>\n<p>\nN\u00eb boshll\u00ebk nuk ka substanca, dhe drita p\u00ebrhapet n\u00eb vij\u00eb t\u00eb drejtp\u00ebrdrejt\u00eb. Megjithat\u00eb, ajo vepron ndryshe gjat\u00eb p\u00ebrplasjes me uj\u00eb, ajrin dhe substanca t\u00eb tjera. Kur bie n\u00eb kontakt me nj\u00eb substanc\u00eb, nj\u00eb pjes\u00eb e drit\u00ebs absorbohet dhe shnd\u00ebrrohet n\u00eb energji termike. Kur p\u00ebrplaset me nj\u00eb material t\u00eb tejduksh\u00ebm, nj\u00eb pjes\u00eb e drit\u00ebs gjithashtu absorbohet, por e gjith\u00eb e tjera kalon p\u00ebrmes. Drita reflektohet nga objekte t\u00eb lira si pasqyra. N\u00ebse sip\u00ebrfaqja e objektit \u00ebsht\u00eb e pa rregullt, drita shp\u00ebrndahet.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/53bf40a9772bf5c8c672067ab67399b6.png\" style=\"display:block;margin: 0 auto;\" \/><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/0397bd3e7f79767bea3628de88640b9c.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Drejtimi i p\u00ebrhapjes s\u00eb drit\u00ebs<\/i><\/p>\n<h3>3 \u2014 Karakteristikat themelore<\/h3>\n<p>\nFluxi i drit\u00ebs. Sasia e drit\u00ebs e emetuar nga burimi i drit\u00ebs.<br \/>\nNj\u00ebsia e matjes: lm (lumen).<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/f084baec372f82c9418e1e9327ec9dde.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Forca e drit\u00ebs.<\/b> Sasia e drit\u00ebs q\u00eb transportohet n\u00eb nj\u00eb drejtim t\u00eb caktuar.<br \/>\nNj\u00ebsia e matjes: cd (kandela).<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/51f544593b8d19aadd9d44dab85f5e48.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Ndri\u00e7imi. <\/b>Sasia e fluxit t\u00eb drit\u00ebs q\u00eb bie n\u00eb nj\u00eb sip\u00ebrfaqe.<br \/>\nNdri\u00e7imi = fluxi i drit\u00ebs (lm) \/ sip\u00ebrfaqja (m2).<\/p>\n<p>Nj\u00ebsia e matjes: lx (luksa).<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/132ba4891adb4d8afb2abb6341cdb46e.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Ndri\u00e7imi.<\/b> Kjo \u00ebsht\u00eb karakteristika e vetme themelore e drit\u00ebs q\u00eb perceptohet nga syri i njeriut. Nga nj\u00ebra an\u00eb, ajo merr parasysh ndri\u00e7imin e burimit t\u00eb drit\u00ebs, dhe nga ana tjet\u00ebr, sip\u00ebrfaqen, k\u00ebshtu q\u00eb varet shum\u00eb nga shkalla e reflektimit (nga ngjyra dhe sip\u00ebrfaqja).<br \/>\nNj\u00ebsia e matjes: cd\/m2.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/84b29ea5b46e41888901a0f53d457248.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <\/p>\n<h3>4 \u2014 Temperatura e ngjyr\u00ebs<\/h3>\n<p>\nTemperatura e ngjyr\u00ebs matet n\u00eb Kelvin dhe pasqyron ngjyr\u00ebn e burimit t\u00eb caktuar t\u00eb drit\u00ebs. Fizikanti britanik William Kelvin ngrohu nj\u00eb cop\u00eb qymyri. Ai u nxehtua, duke rrezatuar ngjyra t\u00eb ndryshme q\u00eb p\u00ebrputhen me temperatura t\u00eb ndryshme. Fillimisht, qymyri ndri\u00e7oi e kuqe t\u00eb err\u00ebt, por me kalimin e koh\u00ebs ngjyra u ndryshua n\u00eb p\u00ebrmbyllje t\u00eb verdh\u00eb. N\u00eb temperatur\u00ebn maksimale, drita e rrezatuar u b\u00eb blu-e bardh\u00eb.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/f58da2399eaf7f64236f1c864be8a617.png\" style=\"display:block;margin: 0 auto;\" \/><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/1895e53b07e68edb696ad7280f3e62bb.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Drita natyrore, 24 or\u00eb, Simon Leaky<\/i><\/p>\n<h2>II \u2014 Teknikat e dizajnit t\u00eb drit\u00ebs<\/h2>\n<p>\nN\u00eb k\u00ebt\u00eb seksion ne do t\u00eb shqyrtojm\u00eb se cilat modele ndri\u00e7imi mund t\u00eb p\u00ebrdoren p\u00ebr t\u00eb ndikuar n\u00eb shprehshm\u00ebrin\u00eb e p\u00ebrmbajtjes \/ vizualit. P\u00ebr k\u00ebt\u00eb, ne do t\u00eb p\u00ebrcaktojm\u00eb ngjashm\u00ebrit\u00eb dhe dallimet e teknikave t\u00eb ndri\u00e7imit q\u00eb artist\u00ebt dhe dizajner\u00ebt e drit\u00ebs kan\u00eb p\u00ebrdorur.<\/p>\n<h3>1 \u2014 Drita-hije dhe tenebrizmi<\/h3>\n<p>\nDrita dhe hije \u00ebsht\u00eb nj\u00eb nga konceptet e teoris\u00eb s\u00eb artit, e cila lidhet me shp\u00ebrndarjen e ndri\u00e7imeve. Me ndihm\u00ebn e saj, shprehen kalimet e nuancave p\u00ebr t\u00eb p\u00ebrcjell\u00eb volum dhe humor. Georges de La Tour \u00ebsht\u00eb i njohur p\u00ebr pun\u00ebt e tij me drit\u00ebn e nat\u00ebs dhe skenat q\u00eb ndri\u00e7ohen nga flaka e nj\u00eb qiriu. Asnj\u00eb nga artist\u00ebt e tij paraardh\u00ebs nuk p\u00ebrpunoi kalimet e tilla kaq mjesht\u00ebrisht. Drita dhe hije luajn\u00eb nj\u00eb rol t\u00eb r\u00ebnd\u00ebsish\u00ebm n\u00eb pun\u00ebt e tij dhe jan\u00eb pjes\u00eb e kompozit\u00ebs n\u00eb variacione t\u00eb ndryshme dhe shpesh alternative. Studimi i pikturave t\u00eb de La Tour ndihmon n\u00eb kuptimin e p\u00ebrdorimit t\u00eb drit\u00ebs dhe ve\u00e7orive t\u00eb saj.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/92d20ad6513bd4989aceb4ba0b6ddfed.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Georges de La Tour \u00abMaria Magdalena q\u00eb d\u00ebshp\u00ebron\u00bb, 1638-1643.<\/i><\/p>\n<h4>a \u2014 Kontrast i lart\u00eb<\/h4>\n<p>\nN\u00eb k\u00ebt\u00eb piktur\u00eb, fytyra e ndritur dhe veshjet dallohen nga sfondi i err\u00ebt. Fal\u00eb kontrastit t\u00eb lart\u00eb t\u00eb nuancave, v\u00ebmendja e shikuesit \u00ebsht\u00eb e fokusuara n\u00eb k\u00ebt\u00eb pjes\u00eb t\u00eb imazhit. N\u00eb realitet, nj\u00eb kontrast i till\u00eb nuk do t\u00eb ekzistonte. Distanca nd\u00ebrmjet fytyr\u00ebs dhe qiriut \u00ebsht\u00eb m\u00eb e madhe se distanca nd\u00ebrmjet qiriut dhe duarve. Megjithat\u00eb, n\u00eb krahasim me fytyr\u00ebn, ne shohim se nuanca dhe kontrasti n\u00eb duar jan\u00eb t\u00eb zbutura. Georges de La Tour p\u00ebrdor kontrast t\u00eb ndrysh\u00ebm p\u00ebr t\u00eb t\u00ebrhequr v\u00ebmendjen e v\u00ebzhguesit.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/37f4240aa239f1a5750dc12420a4c12f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <\/p>\n<h4>b \u2014 Konturi dhe ritmi i drit\u00ebs<\/h4>\n<p>\nP\u00ebr shkak t\u00eb diferenc\u00ebs s\u00eb lart\u00eb t\u00eb nuancave, n\u00eb disa zona n\u00eb skajet e figur\u00ebs krijohen kontura. Edhe n\u00eb pjes\u00ebt e err\u00ebta t\u00eb piktur\u00ebs, artisti p\u00eblqente t\u00eb p\u00ebrdorte nuanca t\u00eb ndryshme p\u00ebr t\u00eb theksuar kufijt\u00eb e objektit. Drita nuk \u00ebsht\u00eb e p\u00ebrqendruar n\u00eb nj\u00eb zon\u00eb, ajo rr\u00ebshqet posht\u00eb: nga fytyra n\u00eb k\u00ebmb\u00eb.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/2918d3787533f73c1d450cba568099ad.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h4>c \u2014 Burimi i drit\u00ebs<\/h4>\n<p>\nN\u00eb shumic\u00ebn e veprave t\u00eb tij, Georges de La Tour p\u00ebrdor qirinj ose llampa si burim drit\u00ebs. N\u00eb piktur\u00eb \u00ebsht\u00eb e paraqitur nj\u00eb qiri q\u00eb digjet, por ne tashm\u00eb e dim\u00eb se drita dhe hije k\u00ebtu nuk varen nga ajo. Georges de La Tour e pozicionoi fytyr\u00ebn mbi nj\u00eb sfond t\u00eb err\u00ebt dhe vendosi qirin\u00eb p\u00ebr t\u00eb krijuar nj\u00eb kalim t\u00eb ashp\u00ebr nd\u00ebrmjet nuancave. P\u00ebr kontrast t\u00eb lart\u00eb, nuancat e ndritura fqinj\u00ebsohen me ato t\u00eb err\u00ebta, duke arritur efektin optimal.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/5b23539e6ec4d10c538aff3b90015548.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h4>d \u2014 Drita dhe hije si kompozim i figurave gjeometrike<\/h4>\n<p>\nN\u00ebse e thjeshtojm\u00eb drit\u00ebn dhe hijen n\u00eb k\u00ebt\u00eb pun\u00eb, ne do t\u00eb shohim figura gjeometrike bazike. Bashkimi i nuancave t\u00eb ndritura dhe t\u00eb err\u00ebta formon nj\u00eb kompozit\u00eb t\u00eb thjesht\u00eb. Ajo n\u00eb m\u00ebnyr\u00eb indirekte p\u00ebrcakton nj\u00eb ndjenj\u00eb hap\u00ebsire, n\u00eb t\u00eb cil\u00ebn pozita e objekteve dhe figurave tregon planin e p\u00ebrpar\u00ebm dhe t\u00eb prap\u00ebm, duke krijuar tension dhe energji.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/4b892d32ad6a42a99507ca209d60692c.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>2 \u2014 Teknikat kryesore t\u00eb ndri\u00e7imit kinematografik<\/h3>\n<p><\/p>\n<h4>2.1 \u2014 Ndri\u00e7imi me tri pika<\/h4>\n<p>\nNj\u00eb nga metodat m\u00eb t\u00eb njohura dhe m\u00eb efektive p\u00ebr ndri\u00e7imin e \u00e7do objekti \u00ebsht\u00eb ndri\u00e7imi me tri pika, nj\u00eb skem\u00eb klasike hollivudiane. Kjo teknik\u00eb lejon q\u00eb t\u00eb transmetohet v\u00ebllimi i subjektit.<\/p>\n<p><b>Drita regjistruese (Key Lighting, pra burimi kryesor i drit\u00ebs)<\/b><br \/>\nSi rregull, kjo \u00ebsht\u00eb drita m\u00eb e fuqishme n\u00eb \u00e7do sken\u00eb. Ajo mund t\u00eb vij\u00eb nga kudo, burimi i saj mund t\u00eb jet\u00eb n\u00eb an\u00eb ose prapa objektit (Jeremy Birn 'Ndri\u00e7imi dhe renderimi dixhital').<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/54b29632796f88b130e690bb010e737f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Drita mbush\u00ebse (Fill Lighting, pra drita p\u00ebr menaxhimin e kontrasteve)<\/b><br \/>\nNga emri \u00ebsht\u00eb evidente se p\u00ebrdoret p\u00ebr t\u00eb 'mbushur' dhe hequr zonat e err\u00ebta q\u00eb krijon drita regjistruese. Drita mbush\u00ebse \u00ebsht\u00eb duksh\u00ebm m\u00eb pak intensive dhe vendoset n\u00ebn k\u00ebnd t\u00eb burimit kryesor t\u00eb drit\u00ebs.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/dc4d53ec6b73c32d93425ed8b7f96f5f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Drita e prapme (Backlighting, pra ndar\u00ebsi i sfondit)<\/b><br \/>\nP\u00ebrdoret p\u00ebr t\u00eb transmetuar v\u00ebllimin e sken\u00ebs. Ajo ndan objektin nga sfondi. Si drita mbush\u00ebse, drita e prapme \u00ebsht\u00eb m\u00eb pak intensive dhe mbulon nj\u00eb sip\u00ebrfaqe m\u00eb t\u00eb madhe t\u00eb objektit.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/c7168b703e228756dbbbca4886221ecd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h4>2.2 \u2014 Nga posht\u00eb<\/h4>\n<p>\nP\u00ebr shkak t\u00eb l\u00ebvizjes s\u00eb Diellit, jemi m\u00ebsuar t\u00eb shohim njer\u00ebz t\u00eb ndri\u00e7uar nga \u00e7do k\u00ebnd, por jo nga posht\u00eb. Ky stil duket shum\u00eb i \u00e7uditsh\u00ebm.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/3c4ee5385ccf2505a0273f4e1bdba12b.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u2018Frankenstein\u2019, James Whale, 1931<\/i><\/p>\n<h4>2.3 \u2014 Nga prapa<\/h4>\n<p>\nObjekti vendoset midis burimit t\u00eb drit\u00ebs dhe shikuesit. Si rezultat, rreth objektit krijohet nj\u00eb shk\u00eblqim, nd\u00ebrsa pjes\u00ebt e tjera mbeten n\u00eb hije.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/52623dbab4ae47ee9a98c2861c12c3dd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u2018E huaja\u2019, Steven Spielberg, 1982<\/i><\/p>\n<h4>2.4 \u2014 Nga ana<\/h4>\n<p>\nKy ndri\u00e7im p\u00ebrdoret p\u00ebr t\u00eb ndri\u00e7uar sken\u00ebn nga anash. Ai krijon nj\u00eb kontrast t\u00eb qart\u00eb, duke reflektuar teksturat dhe theksuar konturet e objektit. Ky stil \u00ebsht\u00eb i af\u00ebrt me teknik\u00ebn e drit\u00eb-hije.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/e6a08bcff2a4f3e7b17527cc0dc160cf.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u2018Bregu i thik\u00ebs\u2019, Ridley Scott, 1982<\/i><\/p>\n<h4>2.5 \u2014 Ndri\u00e7imi praktik<\/h4>\n<p>\nKy \u00ebsht\u00eb ndri\u00e7imi real n\u00eb sken\u00eb, pra - llamba, qirinj, ekrani i televizorit dhe t\u00eb tjera. Ky drit\u00eb shtes\u00eb mund t\u00eb p\u00ebrdoret p\u00ebr t\u00eb forcuar intensitetin e ndri\u00e7imit.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/6f7362fbf5a6d28aee8573b5f2ad923f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u2018Barry Lyndon\u2019, Stanley Kubrick, 1975<\/i><\/p>\n<h4>2.6 \u2014 Drita e reflektuar<\/h4>\n<p>\nDrita nga nj\u00eb burim t\u00eb fuqish\u00ebm shp\u00ebrndahet me nj\u00eb reflektor ose ndonj\u00eb sip\u00ebrfaqe, p\u00ebr shembull, muret ose tavanin. K\u00ebshtu, drita mbulon nj\u00eb sip\u00ebrfaqe m\u00eb t\u00eb madhe dhe bie m\u00eb nj\u00ebtrajtsh\u00ebm.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/2cc6cd8d7c02bc56acf1eb9e9de2a7df.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u2018Kalor\u00ebsi i err\u00ebt: Ringjallja e legjend\u00ebs\u2019, Christopher Nolan, 2012<\/i><\/p>\n<h4>2.7 \u2014 Drita e ashp\u00ebr dhe e but\u00eb<\/h4>\n<p>\nDall\u00ebmia kryesore midis drit\u00ebs s\u00eb fort\u00eb dhe drit\u00ebs s\u00eb but\u00eb \u00ebsht\u00eb madh\u00ebsia e burimit t\u00eb drit\u00ebs n\u00eb lidhje me objektin. Dielli \u00ebsht\u00eb burimi m\u00eb i madh i drit\u00ebs n\u00eb sistemin diellor. Megjithat\u00eb, ai \u00ebsht\u00eb i larg\u00ebt nga ne 90 milion kilometra, pra \u00ebsht\u00eb nj\u00eb burim i vog\u00ebl drit\u00ebs. Ai krijon hije t\u00eb forta dhe, p\u00ebr pasoj\u00eb, drit\u00eb t\u00eb fort\u00eb. N\u00ebse shfaqen re, gjith\u00eb qielli b\u00ebhet nj\u00eb burim i madh drit\u00ebs, dhe hijezat b\u00ebhen m\u00eb t\u00eb v\u00ebshtira p\u00ebr t'u dalluar. K\u00ebshtu, lind drita e but\u00eb.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/0ba39f90fa009cf2e99735b5dddcf033.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Shembuj 3D me LEGO, Joan Prada, 2017<\/i><\/p>\n<h4>2.8 \u2014 High dhe low key<\/h4>\n<p>\nDrit\u00ebsimi high key p\u00ebrdoret p\u00ebr t\u00eb krijuar skena shum\u00eb t\u00eb ndritshme. Ai shpesh \u00ebsht\u00eb af\u00ebr ekspozit\u00ebs s\u00eb tepruar. T\u00eb gjith\u00eb burimet e drit\u00ebs jan\u00eb p\u00ebraf\u00ebrsisht t\u00eb barabarta n\u00eb fuqi.<br \/>\nN\u00eb ndryshim nga drit\u00ebsimi high key, n\u00eb low key skena \u00ebsht\u00eb shum\u00eb e err\u00ebt, dhe aty mund t\u00eb ket\u00eb nj\u00eb burim t\u00eb fuqish\u00ebm drit\u00ebs. Roli kryesor i jepet hijeve, dhe jo drit\u00ebs, p\u00ebr t\u00eb dh\u00ebn\u00eb ndjenj\u00ebn e tensionit ose dram\u00ebs.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/0d7a81cc68c20e927ce6a7fb6a711ae5.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u00abTHX 1138\u00bb, George Lucas, 1971<\/i><\/p>\n<h4>2.9 \u2014 Drit\u00ebsimi i motivuar (Motivated Lighting)<\/h4>\n<p>\nKy lloj drit\u00ebsimi imiton drit\u00ebn natyrore \u2014 drit\u00ebn e diellit, drit\u00ebn e h\u00ebn\u00ebs, dritat e rrug\u00ebs etj. Ai p\u00ebrdoret p\u00ebr t\u00eb forcuar drit\u00ebsimin praktik. Teknikat speciale ndihmojn\u00eb n\u00eb krijimin e nj\u00eb drit\u00ebsimi t\u00eb motivuar natyral, p\u00ebr shembull, filtre (gobo) p\u00ebr t\u00eb krijuar efektin e dritareve t\u00eb mbuluara.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/710deca284661bd7408d76e37acd6db2.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u00abDrive\u00bb, Nicolas Winding Refn, 2011<\/i><\/p>\n<h4>2.10 \u2014 Drita e jashtme<\/h4>\n<p>\nKjo mund t\u00eb jet\u00eb drita diellore, drita e h\u00ebn\u00ebs ose dritat e rrug\u00ebs q\u00eb jan\u00eb t\u00eb dukshme n\u00eb sken\u00eb.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/ca0e9b54669e132e167d5f123cc00909.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u00abGj\u00ebrat shum\u00eb t\u00eb \u00e7uditshme. Sezoni 3\u00bb, v\u00ebllez\u00ebrit Duffer, 2019<\/i><\/p>\n<h2>III \u2014 T\u00eb dh\u00ebnat baz\u00eb t\u00eb renderimit<\/h2>\n<p>\nDizajner\u00ebt e nivelit e kuptojn\u00eb r\u00ebnd\u00ebsin\u00eb e drit\u00ebs dhe me ndihm\u00ebn e saj arrijn\u00eb nj\u00eb perceptim t\u00eb caktuar t\u00eb sken\u00ebs. P\u00ebr t\u00eb ndri\u00e7uar nivelin dhe p\u00ebr t\u00eb arritur q\u00ebllimet vizuale t\u00eb d\u00ebshiruara, ata duhet t\u00eb p\u00ebrcaktojn\u00eb burimet statike t\u00eb drit\u00ebs, k\u00ebndet e p\u00ebrhapjes dhe ngjyrat e tyre. Ata krijojn\u00eb nj\u00eb atmosfer\u00eb t\u00eb caktuar dhe pamjen e nevojshme. Por gjith\u00e7ka nuk \u00ebsht\u00eb kaq e thjesht\u00eb, sepse drit\u00ebsimi varet nga karakteristikat teknike \u2014 p\u00ebr shembull, nga fuqia e procesorit. Prandaj ekzistojn\u00eb dy lloje drit\u00ebsimi: drit\u00ebsimi i paracaktuar dhe renderimi n\u00eb koh\u00eb reale.<\/p>\n<h3>1 \u2014 Drit\u00ebsimi i paracaktuar (Precomputed lighting)<\/h3>\n<p>\nDizajner\u00ebt p\u00ebrdorin ndri\u00e7imin statik p\u00ebr t\u00eb vendosur karakteristikat e ndri\u00e7imit p\u00ebr \u00e7do burim \u2014 p\u00ebrfshir\u00eb pozitat, k\u00ebndet dhe ngjyrat e tij. Zakonisht, realizimi i ndri\u00e7imit global n\u00eb koh\u00eb reale \u00ebsht\u00eb i pamundur p\u00ebr shkak t\u00eb performanc\u00ebs. <\/p>\n<p>Ndri\u00e7imi global statik i p\u00ebrllogaritur paraprakisht mund t\u00eb p\u00ebrdoret n\u00eb shumic\u00ebn e motor\u00ebve, p\u00ebrfshir\u00eb Unreal Engine dhe Unity. Motori \"pjek\" k\u00ebt\u00eb ndri\u00e7im n\u00eb nj\u00eb tekstur\u00eb t\u00eb ve\u00e7ant\u00eb, t\u00eb quajtur \"harta e ndri\u00e7imit\" (lightmap). K\u00ebto lightmap ruhen s\u00eb bashku me skedar\u00ebt e tjer\u00eb t\u00eb hartave, dhe motori i qaset atyre gjat\u00eb renderimit t\u00eb sken\u00ebs. <\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/6ec8f2d21bb3d884c417b97e6b35100f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>I nj\u00ebjti sken\u00eb: pa ndri\u00e7im (majtas), vet\u00ebm me ndri\u00e7im t\u00eb drejtp\u00ebrdrejt\u00eb (n\u00eb mes) dhe me ndri\u00e7im global t\u00eb t\u00ebrthort\u00eb (djathtas). Ilustrimet nga Unity Learn<\/i><\/p>\n<p>P\u00ebrve\u00e7 lightmap-eve, ekzistojn\u00eb harta hijesh q\u00eb p\u00ebrdoren p\u00ebr t\u00eb krijuar hije. Fillimisht, \u00e7do gj\u00eb vizatohet duke marr\u00eb parasysh burimin e drit\u00ebs \u2014 ai gjeneron nj\u00eb hij\u00eb q\u00eb pasqyron thell\u00ebsin\u00eb pikselore t\u00eb sken\u00ebs. Harta e thell\u00ebsis\u00eb s\u00eb pikselit quhet harta e hijes. Ajo p\u00ebrmban informacion mbi distanc\u00ebn nd\u00ebrmjet burimit t\u00eb drit\u00ebs dhe objekteve q\u00eb jan\u00eb m\u00eb af\u00ebr atij p\u00ebr \u00e7do piksel. M\u00eb pas kryhet renderimi, ku \u00e7do piksel i sip\u00ebrfaqes krahasohet me harta e hijes. N\u00ebse distanca midis pikselit dhe burimit t\u00eb drit\u00ebs \u00ebsht\u00eb m\u00eb e madhe se ajo e regjistruar n\u00eb hart\u00ebn e hijes, at\u00ebher\u00eb pikseli \u00ebsht\u00eb n\u00eb hij\u00eb.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/ba33f57d5758cc394a9d97eb437d187d.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Algoritmi i aplikimit t\u00eb hart\u00ebs s\u00eb hijes. Ilustrim nga OpenGl-tutorial<\/i><\/p>\n<h3>2 \u2014 Renderimi n\u00eb koh\u00eb reale<\/h3>\n<p>\nNj\u00eb nga modelet klasike t\u00eb ndri\u00e7imit p\u00ebr koh\u00ebn reale quhet modeli Lambert (n\u00eb nder t\u00eb matematikianit zviceran Johann Heinrich Lambert). Gjat\u00eb renderimit n\u00eb koh\u00eb reale, GPU zakonisht d\u00ebrgon objektet nj\u00eb nga nj\u00eb. Ky metod p\u00ebrdor projekcionin e objektit (pozita e tij, k\u00ebndi i rrotullimit dhe shkalla) p\u00ebr t\u00eb p\u00ebrcaktuar se cilin nga sip\u00ebrfaqet e tij duhet t\u00eb renderohet. <\/p>\n<p>N\u00eb rastin e ndri\u00e7imit Lambert, drita del nga \u00e7do pik\u00eb e sip\u00ebrfaqes n\u00eb t\u00eb gjitha drejtimet. Nd\u00ebrkoh\u00eb, disa nuanca nuk merren parasysh, si reflektimet (artikulli i Chandler Prall). Q\u00eb skena t\u00eb duket m\u00eb realiste, mbi modelin Lambert shtohen efekte shtes\u00eb \u2014 si reflektimet, p\u00ebr shembull.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/bf045229812443a8cf4c976c213c24f6.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Shadeimi Lambert n\u00eb shembullin e sfer\u00ebs. Ilustrim nga materialet e Petar Dyachikhinit<\/i><\/p>\n<p>Shumica e motor\u00ebve modern\u00eb (Unity, Unreal Engine, Frostbite dhe t\u00eb tjer\u00eb) p\u00ebrdorin renderimin fizikisht korrekt (Physically Based Rendering, PBR) dhe shading (artikulli i Lukas Orswarna). Shading PBR ofron m\u00ebnyra dhe parametra m\u00eb intuitiv\u00eb dhe t\u00eb leht\u00eb p\u00ebr t\u00eb p\u00ebrshkruar sip\u00ebrfaqen. N\u00eb Unreal Engine, materialet PBR kan\u00eb parametrat e m\u00ebposht\u00ebm:<\/p>\n<ul>\n<li>Base Color (ngjyra baze) \u2014 tekstura aktuale e sip\u00ebrfaqes. <\/li>\n<li>Roughness (ashp\u00ebrsia) \u2014 sa e pap\u00ebrvojshme \u00ebsht\u00eb sip\u00ebrfaqja.<\/li>\n<li>Metallic (metalizmi) \u2014 a \u00ebsht\u00eb sip\u00ebrfaqja metalike.<\/li>\n<li>Specular (reflektimi) \u2014 sasia e refleksioneve n\u00eb sip\u00ebrfaqe.<\/li>\n<\/ul>\n<p>\n<img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/25c921ee1aae4e1cc4ee6e32f680f134.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Pa PBR (majtas), PBR (djathtas). Ilustrime nga Meta 3D studio<\/i><\/p>\n<p>Megjithat\u00eb, ka nj\u00eb qasje tjet\u00ebr p\u00ebr renderimin \u2014 gjurmimi i rrezeve. M\u00eb par\u00eb, kjo teknologji nuk ishte shqyrtuar p\u00ebr shkak t\u00eb problemeve me performanc\u00ebn dhe optimizimin. Ajo p\u00ebrdorej vet\u00ebm n\u00eb industrin\u00eb e filmit dhe televizionit. Por dalja e kartave grafike t\u00eb brezit t\u00eb ri e mund\u00ebsoi p\u00ebrdorimin e k\u00ebt\u00eb qasje p\u00ebr her\u00eb t\u00eb par\u00eb n\u00eb loj\u00ebrat video. <\/p>\n<p>Gjurmimi i rrezeve \u00ebsht\u00eb nj\u00eb teknologji renderimi q\u00eb krijon efekte drit\u00eb m\u00eb realiste. Ajo p\u00ebrcjell parimet e p\u00ebrhapjes s\u00eb drit\u00ebs n\u00eb mjedisin real. Rrezet e l\u00ebshuara nga burimi i drit\u00ebs sillet si fotone. Ato reflektohen nga sip\u00ebrfaqet n\u00eb drejtim t\u00eb rast\u00ebsish\u00ebm. Pas k\u00ebsaj, duke hyr\u00eb n\u00eb kamer\u00eb, rrezet e reflektuara ose direkte transmetojn\u00eb informacionin vizual rreth sip\u00ebrfaqes nga e cila u reflektuan (p\u00ebr shembull, tregojn\u00eb ngjyr\u00ebn e saj). Shum\u00eb projekte nga E3 2019 do t\u00eb mb\u00ebshtesin k\u00ebt\u00eb teknologji.<\/p>\n<h3>3 \u2014 Llojet e burimeve t\u00eb drit\u00ebs<\/h3>\n<p><\/p>\n<h4>3.1 \u2014 Burimi i pik\u00ebs (Point light)<\/h4>\n<p>\nShkakton drit\u00eb n\u00eb t\u00eb gjitha drejtimet, si nj\u00eb llamb\u00eb e zakonshme n\u00eb jet\u00eb reale.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/449b23918e398334945853dc38f66e8f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Dokumentacioni i Unreal Engine<\/i><\/p>\n<h4>3.2 \u2014 Burimi i reflektor\u00ebve (Spot light)<\/h4>\n<p>\nShkakton drit\u00eb nga nj\u00eb pik\u00eb, duke u shp\u00ebrndar\u00eb si nj\u00eb kon. Nj\u00eb shembull nga jeta reale: nj\u00eb fener.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/df3af27b5543a4f43bfc937765e32431.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Dokumentacioni i Unreal Engine<\/i><\/p>\n<h4>3.3 \u2014 Burimi i drit\u00ebs me sip\u00ebrfaqe (Area light)<\/h4>\n<p>\nShkakton rrezet e drejtp\u00ebrdrejta t\u00eb drit\u00ebs nga nj\u00eb kontur t\u00eb caktuar (p\u00ebr shembull, nj\u00eb drejtk\u00ebnd\u00ebsh ose nj\u00eb rreth). Kjo drit\u00eb ngarkon r\u00ebnd\u00eb pajisjen, sepse kompjuteri llogarit t\u00eb gjitha pikat q\u00eb l\u00ebshojn\u00eb drit\u00eb.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/e77a3fc195bcc6715cdab4eaf4f798be.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Dokumentacioni i Unity<\/i><\/p>\n<h4>3.4 \u2014 Burimi i drit\u00ebs me drejtim (Directional light)<\/h4>\n<p>\nImiton Diellin ose nj\u00eb burim drit\u00eb t\u00eb distanc\u00ebs tjet\u00ebr. T\u00eb gjitha rrezet l\u00ebvizin n\u00eb nj\u00eb drejtim dhe mund t\u00eb merren si paralel.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/f24e2a2054cabf08197a197c40325579.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Dokumentacioni i Unity<\/i><\/p>\n<h4>3.5 \u2014 Burimi q\u00eb shkakton drit\u00ebn (Emissive light)<\/h4>\n<p>\nBurimi i drit\u00ebs ose materialet emituese (Materialet Emisuese n\u00eb UE4) krijojn\u00eb leht\u00ebsisht dhe n\u00eb m\u00ebnyr\u00eb efektive iluzionin se materiali emeton drit\u00eb. Kjo krijon nj\u00eb efekt t\u00eb mjegull\u00ebs s\u00eb drit\u00ebs \u2014 e cila \u00ebsht\u00eb e dukshme kur shikohet nj\u00eb objekt shum\u00eb i ndritsh\u00ebm.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/47e859827d53c79a71405bb19e718e37.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Dokumentacioni i Unreal Engine<\/i><\/p>\n<h4>3.6 \u2014 Drita e shp\u00ebrndar\u00eb (Ambient Light)<\/h4>\n<p>\nSkena nga Doom 3 ndri\u00e7ohet nga llampat n\u00eb mure, dhe motori krijon hije. N\u00ebse nj\u00eb sip\u00ebrfaqe ndodhet n\u00eb hij\u00eb, ajo ngjyroset n\u00eb t\u00eb zez\u00eb. N\u00eb jet\u00ebn reale, pjes\u00ebt e drit\u00ebs (fotone) mund t\u00eb reflektohen nga sip\u00ebrfaqet. N\u00eb sistemet m\u00eb t\u00eb avancuara t\u00eb renderimit, drita gzgjidhet n\u00eb tekstura ose llogaritet n\u00eb koh\u00eb reale (ndri\u00e7imi global). Motoret m\u00eb t\u00eb vjet\u00ebr t\u00eb loj\u00ebrave \u2014 si\u00e7 \u00ebsht\u00eb ID Tech 3 (Doom) \u2014 shpenzonin shum\u00eb burime p\u00ebr t\u00eb llogaritur ndri\u00e7imin e t\u00ebrthort\u00eb. P\u00ebr t\u00eb zgjidhur problemin e munges\u00ebs s\u00eb ndri\u00e7imit t\u00eb t\u00ebrthort\u00eb, \u00ebsht\u00eb p\u00ebrdorur drita e shp\u00ebrndar\u00eb. Dhe t\u00eb gjitha sip\u00ebrfaqet ishin t\u00eb pakt\u00ebn disi t\u00eb ndri\u00e7uara.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/c9b513ed8459e2faac69e53200c09ee6.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Motori Doom 3 (motori IdTech 4)<\/i><\/p>\n<h4>3.7 \u2014 Ndri\u00e7imi global (Global illumination)<\/h4>\n<p>\nNdri\u00e7imi global \u00ebsht\u00eb nj\u00eb p\u00ebrpjekje p\u00ebr t\u00eb llogaritur reflektimin e drit\u00ebs nga nj\u00eb objekt n\u00eb tjetrin. Ky proces ngarkon shum\u00eb m\u00eb tep\u00ebr procesorin se drita e shp\u00ebrndar\u00eb.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/82a34b9e8acf5f701e052480ef0440b0.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Dokumentacioni i Unreal Engine<\/i><\/p>\n<h2>IV \u2014 Dizajni i drit\u00ebs n\u00eb loj\u00ebrat video<\/h2>\n<p>\nKompozita vizuale (pozita e drit\u00ebs, k\u00ebndet e saj, ngjyrat, fusha e pamjes, l\u00ebvizja) ka nj\u00eb ndikim t\u00eb madh n\u00eb perceptimin q\u00eb kan\u00eb p\u00ebrdoruesit mbi ambientin e loj\u00ebs.<\/p>\n<p>Dizajneri Will Wright n\u00eb GDC foli p\u00ebr funksionet e kompozit\u00ebs vizuale n\u00eb ambientin e loj\u00ebs. N\u00eb ve\u00e7anti, ajo drejton v\u00ebmendjen e lojtarit drejt elementeve t\u00eb r\u00ebnd\u00ebsishme \u2014 kjo ndodh p\u00ebrmes rregullimit t\u00eb ngopjes, ndri\u00e7imit dhe ngjyr\u00ebs s\u00eb objekteve n\u00eb nivel. <br \/>\nT\u00eb gjitha k\u00ebto ndikojn\u00eb n\u00eb gameplay. <\/p>\n<p>Atmosfera e duhur angazhon emocionalisht lojtarin. Dizajner\u00ebt duhet t\u00eb kujdesen p\u00ebr k\u00ebt\u00eb, duke krijuar nj\u00eb integritet vizual. <\/p>\n<p>M\u00ebgi Seif El-Nasr b\u00ebri disa eksperimente \u2014 ajo i propozoi p\u00ebrdoruesve, t\u00eb cil\u00ebt nuk ishin t\u00eb njohur me FPS-t\u00eb, t\u00eb luanin n\u00eb Unreal Tournament. P\u00ebr shkak t\u00eb dizajnit t\u00eb dob\u00ebt t\u00eb ndri\u00e7imit, lojtar\u00ebt e v\u00ebrenin shum\u00eb von\u00eb armiqt\u00eb dhe vdisnin shpejt. Ata ishin t\u00eb shqet\u00ebsuar dhe n\u00eb shumic\u00ebn e rasteve e braktisnin loj\u00ebn.<\/p>\n<p>Drita krijon efekte, por n\u00eb loj\u00ebrat video ajo mund t\u00eb p\u00ebrdoret ndryshe nga n\u00eb teat\u00ebr, film dhe arkitektur\u00eb. Nga pik\u00ebpamja e dizajnit, mund t\u00eb p\u00ebrmenden shtat\u00eb kategori q\u00eb p\u00ebrshkruajn\u00eb modelet e ndri\u00e7imit. Dhe k\u00ebtu nuk duhet harruar emocionet.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/4b92f78d9488bb44d5416ed99da17fc9.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Elementet e dizajnit n\u00eb artin e nivelit, Jeremy Price<\/i><\/p>\n<h3>1 \u2014 Udh\u00ebzuesi<\/h3>\n<p>\n<b>Uncharted 4 <\/b><br \/>\nN\u00eb librin \"100 parimet kryesore t\u00eb dizajnit\" (100 Things Every Designer Needs to Know About People), Susan Weinschenk shqyrton r\u00ebnd\u00ebsin\u00eb e shikimit qendror dhe periferik.<\/p>\n<p>Duke qen\u00eb se shikimi qendror \u00ebsht\u00eb ajo \u00e7ka ne shohim n\u00eb fillim, elementet kritike q\u00eb duhet t\u00eb shihen nga lojtari duhet t\u00eb bien brenda tij sipas dizajnerit. Shikimi periferik ofron kontekst dhe mb\u00ebshtet shikimin qendror. <\/p>\n<p>Lojet e seris\u00eb Uncharted jan\u00eb nj\u00eb shembull i mir\u00eb \u2014 drita dep\u00ebrtom n\u00eb fush\u00ebn qendrore t\u00eb shikimit dhe udh\u00ebheq lojtari. Por n\u00ebse elementet q\u00eb bien n\u00eb shikimin periferik jan\u00eb n\u00eb kontrast me ato qendrore, marr\u00ebdh\u00ebnia mes dizajnerit dhe lojtarit prishet. <\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/05dc8287dba47b3518c215d429daa0fd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Until Dawn<\/b><br \/>\nN\u00eb k\u00ebt\u00eb loj\u00eb, ndri\u00e7imi p\u00ebrdoret p\u00ebr t\u00eb drejtuar lojtarin. Drejtori krijues i studios Will Byles tha: \"Ajo q\u00eb ishte m\u00eb e v\u00ebshtir\u00eb p\u00ebr ne ishte t\u00eb krijonim nj\u00eb atmosfer\u00eb frike pa e futur gjith\u00e7ka n\u00eb err\u00ebsir\u00eb. Fatkeq\u00ebsisht, kur imazhi b\u00ebhet shum\u00eb i err\u00ebt, motori i loj\u00ebs p\u00ebrpiqet ta b\u00ebj\u00eb at\u00eb m\u00eb t\u00eb ndritshme, dhe anasjelltas. Na duhej t\u00eb shpiknim teknika t\u00eb reja p\u00ebr t'u p\u00ebrballur me k\u00ebt\u00eb problem.\"<\/p>\n<p>Si\u00e7 shihet n\u00eb ilustrimin m\u00eb posht\u00eb, drita e ngroht\u00eb \u00ebsht\u00eb e theksuar mbi nj\u00eb sfond blu, duke t\u00ebrhequr v\u00ebmendjen e lojtarit.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/3870d3af97045c31d4af7f73007af827.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>2 \u2014 Ndrico\/Kadrovizimi<\/h3>\n<p>\n<b>Resident Evil 2 Remake<\/b><\/p>\n<p>Drita n\u00eb RE2 Remake mund t\u00eb ndryshoj\u00eb kadrin. Kur ecni n\u00ebp\u00ebr korridoret e err\u00ebta t\u00eb komisariatit t\u00eb qytetit Raccoon, burimi kryesor i drit\u00ebs \u00ebsht\u00eb llampa e dor\u00ebs s\u00eb lojtarit. Ky ndri\u00e7im \u00ebsht\u00eb nj\u00eb mekanik\u00eb e fuqishme. Perspektiva e ndryshuar e ngjit v\u00ebmendjen e lojtarit n\u00eb zon\u00ebn e ndri\u00e7uar dhe nd\u00ebrpret gjith\u00e7ka tjet\u00ebr p\u00ebr shkak t\u00eb kontrastit t\u00eb fort\u00eb.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/21b0dd50ce499fda2a18e9980070b6ba.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Dark Souls I<\/b><\/p>\n<p>Varreza e Gjigand\u00ebve (Tomb of the Giants) \u00ebsht\u00eb nj\u00eb nga vendet shum\u00eb t\u00eb err\u00ebta n\u00eb loj\u00eb me shum\u00eb skarifikime t\u00eb rrezikshme. Ajo mund t\u00eb kaloj\u00eb, n\u00ebse ndiqni gur\u00ebt q\u00eb ndri\u00e7ojn\u00eb dhe l\u00ebvizni me kujdes p\u00ebr t\u00eb mos r\u00ebn\u00eb. Po ashtu, duhet t\u00eb keni kujdes nga syt\u00eb e bardh\u00eb dhe t\u00eb ndritsh\u00ebm, sepse k\u00ebta jan\u00eb armiq.<\/p>\n<p>Rrethi i ndri\u00e7imit nga lojtari \u00ebsht\u00eb shum\u00eb i reduktuar, dukshm\u00ebria n\u00eb err\u00ebsir\u00eb \u00ebsht\u00eb e kufizuar. Duke mbajtur llamp\u00ebn n\u00eb dor\u00ebn e majt\u00eb, lojtari rrit si ndri\u00e7imin ashtu edhe fush\u00ebn e tij t\u00eb shikimit. Megjithat\u00eb, llampa ul shum\u00eb d\u00ebmin e shkaktuar, dhe duhet t\u00eb zgjidhni: shikimi ose mbrojtja.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/2bfe4a539a2150e96e302d76912e17ad.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>3 \u2014 Narrativa<\/h3>\n<p>\n<b>Prey<\/b><\/p>\n<p>Duke e b\u00ebr\u00eb q\u00eb stacioni, ku ndodh ngjarja, ndodhet n\u00eb orbit\u00eb, loja ka nj\u00eb cik\u00ebl t\u00eb ve\u00e7ant\u00eb ndri\u00e7imi. Kjo p\u00ebrcakton drejtimin e drit\u00ebs dhe, p\u00ebr pasoj\u00eb, ndikon shum\u00eb n\u00eb loj\u00eb. N\u00eb k\u00ebt\u00eb loj\u00eb \u00ebsht\u00eb m\u00eb e v\u00ebshtir\u00eb t\u00eb gjesh objekte dhe lokacione sesa zakonisht. N\u00eb seksionet e larg\u00ebta, lojtari mund t\u00eb zgjidh\u00eb problemet q\u00eb lindin, duke i par\u00eb ato nga nj\u00eb k\u00ebnd nga brenda stacionit dhe nga nj\u00eb k\u00ebnd tjet\u00ebr nga jasht\u00eb.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/7c9452e706c1f98a8361b1a7f0b7066a.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Alien Isolation<\/b><\/p>\n<p>N\u00eb \"\u00c7udhin\", drita p\u00ebrdoret p\u00ebr t\u00eb drejtuar lojtaren dhe p\u00ebr t\u00eb krijuar nj\u00eb ndjenj\u00eb frike. P\u00ebrdoruesi \u00ebsht\u00eb n\u00eb tension t\u00eb vazhduesh\u00ebm \u2014 diku aty n\u00eb err\u00ebsir\u00eb po strehohet nj\u00eb ksenomorf.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/db82dac4cab303498f02de0f8ab1d9fb.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>4 \u2014 Maskim<\/h3>\n<p>\n<b>Splinter Cell: Blacklist<\/b><\/p>\n<p>Drita n\u00eb t\u00eb nuk e drejton vet\u00ebm p\u00ebrdoruesin, por p\u00ebrdoret gjithashtu si nj\u00eb mekanik\u00eb loj\u00eb.<\/p>\n<p>N\u00eb shum\u00eb lokacione, lojtar\u00ebt p\u00ebrdorin hijet p\u00ebr t\u00eb mos devijuar nga rruga e sigurt dhe p\u00ebr t\u00eb mos u p\u00ebrballur me armiqt\u00eb. N\u00eb Splinter Cell, rolin e \"mat\u00ebsit t\u00eb dukshm\u00ebris\u00eb\" e kryen ndri\u00e7imi n\u00eb pajisjen e personazhit \u2014 sa m\u00eb shum\u00eb t\u00eb fshehur t\u00eb jet\u00eb lojtari, aq m\u00eb fort ndri\u00e7on llamba.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/38789f17b2c57e0b6fa2f402d68c02aa.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Mark of the Ninja<\/b><\/p>\n<p>N\u00eb Mark of the Ninja, drita dhe err\u00ebsira jan\u00eb plot\u00ebsisht t\u00eb kund\u00ebrta. Nd\u00ebr lider\u00ebt dizajner\u00eb t\u00eb loj\u00ebs, Nels Andersen tha: \u201cPamja e karakterit tregon n\u00ebse je i duksh\u00ebm apo jo. N\u00ebse je i fshehur, je i veshur me t\u00eb zez\u00eb, vet\u00ebm disa detaje duken t\u00eb kuqe, kur je n\u00eb drit\u00eb \u2014 je plot\u00ebsisht i ngjyrosur\u201d (artikulli pes\u00eb rregullat e dizajnit t\u00eb fshehjes n\u00eb Mark of the Ninja).<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/887eed559486174b0d185200811e1cdd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>5 \u2014 Luftim \/ Mbrojtje<\/h3>\n<p>\n<b>Alan Wake<\/b><\/p>\n<p>Lanterna n\u00eb Alan Wake \u00ebsht\u00eb nj\u00eb arm\u00eb. Pa t\u00eb, \u00ebsht\u00eb e pamundur t\u00eb eliminosh armiqt\u00eb. Duhet ta drejtoni at\u00eb ndaj tyre dhe ta mbani disa koh\u00eb \u2014 k\u00ebshtu ata b\u00ebhen t\u00eb preksh\u00ebm dhe mund t\u00eb vriten. Kur drita bie mbi armikun, krijohet nj\u00eb halo, m\u00eb pas zvog\u00eblohet dhe objekti fillon t\u00eb ndri\u00e7ohet. N\u00eb at\u00eb moment, lojtari mund ta q\u00eblloj\u00eb armikun.<\/p>\n<p>Po ashtu, p\u00ebr t\u00eb eliminuar armiqt\u00eb, mund t\u00eb p\u00ebrdoren raketat sinjalizuese dhe granatat me z\u00eb drit\u00eb.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/603d92c0c8af287c67c845d3d0a720d6.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>A Plague Tale: Innocence<\/b><\/p>\n<p>N\u00eb projektin nga Asobo Studio, mund t\u00eb p\u00ebrdoren minjt\u00eb kund\u00ebr njer\u00ebzve. P\u00ebr shembull, n\u00ebse thyen lantern\u00ebn e armikut, ai menj\u00ebher\u00eb zhytet n\u00eb err\u00ebsir\u00ebn q\u00eb nuk e pengon tuf\u00ebn e minjve.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/a6af965de3376e928a1171c19d5d83ae.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>6 \u2014 Njoftim \/ Kthim n\u00eb informacion<\/h3>\n<p>\n<b>Deus Ex: Mankind Divided<\/b><\/p>\n<p>N\u00eb Deus Ex, kamerat e v\u00ebzhgimit monitorojn\u00eb at\u00eb q\u00eb ndodh brenda fush\u00ebs s\u00eb tyre t\u00eb shikimit, e cila \u00ebsht\u00eb e kufizuar n\u00eb nj\u00eb kon \u00ebsht\u00eb drit\u00ebs. Drita \u00ebsht\u00eb e gjelb\u00ebr kur jan\u00eb neutrale. Kur zbulojn\u00eb nj\u00eb armik, kamera ndryshon drit\u00ebn n\u00eb t\u00eb verdh\u00eb, bie nj\u00eb siren\u00eb dhe ndjek objektivin p\u00ebr disa sekonda, deri sa armiku t\u00eb ik\u00eb nga fusha e saj e shikimit. Pas disa sekondash, drita b\u00ebhet e kuqe dhe kamera l\u00ebshon nj\u00eb alar\u00ebm. K\u00ebshtu, me an\u00eb t\u00eb drit\u00ebs realizohet nd\u00ebrveprimi me lojtarin. <\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/b104f2a0940ed5ede42a61bb0e9c98c9.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Hollow Knight<\/b><\/p>\n<p>Metroidvania nga Team Cherry nd\u00ebrron ndri\u00e7imin m\u00eb shpesh se sa e v\u00ebrejti lojtarit.<\/p>\n<p>P\u00ebr shembull, \u00e7do her\u00eb q\u00eb merr d\u00ebmtime, t\u00eb gjitha imazhi ngjitet p\u00ebr nj\u00eb \u00e7ast, dhe nj\u00eb efekt i xhamit t\u00eb thyer shfaqet pran\u00eb heroit. Ndri\u00e7imi i p\u00ebrgjithsh\u00ebm zbutet, por burimet m\u00eb t\u00eb af\u00ebrta t\u00eb drit\u00ebs (llamba dhe flak\u00eb) nuk shuhen. Kjo ndihmon p\u00ebr t\u00eb theksuar r\u00ebnd\u00ebsin\u00eb dhe forc\u00ebn e \u00e7do goditjeje q\u00eb merr.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/324da29410ef61444ccd7af4a42cfffc.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>7 \u2014 Shk\u00ebputja<\/h3>\n<p>\n<b>Assassin\u2019s Creed Odyssey<\/b><\/p>\n<p>Cikli i kalimit nga dita n\u00eb nat\u00eb z\u00eb nj\u00eb vend qendror n\u00eb \"Odiseja\". N\u00eb nat\u00eb, patrullat b\u00ebhen m\u00eb t\u00eb pakta dhe lojtar\u00ebt kan\u00eb m\u00eb shum\u00eb mund\u00ebsi t\u00eb kalojn\u00eb pa u v\u00ebn\u00eb re.<\/p>\n<p>Koha e dit\u00ebs mund t\u00eb nd\u00ebrrohet n\u00eb \u00e7do moment \u2014 kjo \u00ebsht\u00eb parashikuar n\u00eb loj\u00eb. N\u00eb nat\u00eb, shikimi i armik\u00ebve \u00ebsht\u00eb i dob\u00ebsuar, dhe shum\u00eb prej tyre flen\u00eb. Kjo e b\u00ebn m\u00eb t\u00eb leht\u00eb shmangien dhe sulmin ndaj kund\u00ebrshtar\u00ebve.<\/p>\n<p>Ndryshimi nga dita n\u00eb nat\u00eb k\u00ebtu \u00ebsht\u00eb nj\u00eb sistem i ve\u00e7ant\u00eb, dhe rregullat e loj\u00ebs ndryshojn\u00eb shum\u00eb vart\u00ebsisht nga koha e dit\u00ebs.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/34da9b1ecfc8ea0c3aca901452254797.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Don\u2019t Starve<\/b><\/p>\n<p>Simuluesi i mbijetes\u00ebs Don't Starve nuk ka m\u00ebshir\u00eb p\u00ebr fillestar\u00ebt nat\u00ebn - k\u00ebtu sh\u00ebtitjet n\u00eb err\u00ebsir\u00eb jan\u00eb fatale. Pas pes\u00eb sekondash, lojtari sulmohet dhe merr d\u00ebm. Nj\u00eb burim drit\u00eb \u00ebsht\u00eb i nevojsh\u00ebm p\u00ebr mbijetes\u00eb.<\/p>\n<p>Mobit flen\u00eb, sapo vjen nata, dhe zgjohen me lindjen e diellit. Disa krijesa q\u00eb flen\u00eb gjat\u00eb dit\u00ebs mund t\u00eb zgjohen. Bim\u00ebt nuk rriten. Mishi nuk thahet. Cikli i kalimit nga dita n\u00eb nat\u00eb vendos nj\u00eb sistem, duke ndar\u00eb rregullat e loj\u00ebs n\u00eb dy kategori.<\/p>\n<p><img decoding=\"async\" alt=\"How Lighting Affects Game Design and Player Experience\" src=\"\/wp-content\/uploads\/2019\/10\/bd6beb583fc35f03dc80f19820edd161.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h2>V \u2014 P\u00ebrfundimi<\/h2>\n<p>\nShum\u00eb teknika ndri\u00e7imi, q\u00eb ne i shohim n\u00eb artin pamor, kinematografi dhe arkitektur\u00eb, p\u00ebrdoren n\u00eb zhvillimin e loj\u00ebrave p\u00ebr t\u00eb plot\u00ebsuar estetik\u00ebn e hap\u00ebsir\u00ebs virtuale dhe p\u00ebr t\u00eb p\u00ebrmir\u00ebsuar p\u00ebrvoj\u00ebn e lojtarit. Megjithat\u00eb, loj\u00ebrat ndryshojn\u00eb shum\u00eb nga kinemaja apo teatri \u2014 mjedisi n\u00eb to \u00ebsht\u00eb dinamik dhe i paparashikuesh\u00ebm. P\u00ebrve\u00e7 ndri\u00e7imit statik, p\u00ebrdoren burime t\u00eb ndri\u00e7imit dinamik. Ato shtojn\u00eb interaktivitet dhe emocionet e nevojshme.<\/p>\n<p>Drita \u00ebsht\u00eb nj\u00eb spektri i t\u00ebr\u00eb mjetesh. Ajo u ofron artist\u00ebve dhe dizajner\u00ebve mund\u00ebsi t\u00eb gjera p\u00ebr t\u00eb angazhuar edhe m\u00eb fort lojtarin.<\/p>\n<p>Zhvillimi i teknologjive ka ndikuar gjithashtu n\u00eb k\u00ebt\u00eb. Tani motor\u00ebt e loj\u00ebrave kan\u00eb shum\u00eb m\u00eb tep\u00ebr cil\u00ebsime t\u00eb drit\u00ebs \u2014 tani nuk \u00ebsht\u00eb thjesht ndri\u00e7imi i lokacioneve, por edhe ndikimi n\u00eb loj\u00ebdizajn.<\/p>\n<h2>Lista e literatur\u00ebs<\/h2>\n<p><\/p>\n<ol>\n<li>Seif El-Nasr, M., Miron, K. dhe Zupko, J. (2005). Drita Inteligjente p\u00ebr nj\u00eb P\u00ebrvoj\u00eb m\u00eb t\u00eb Mir\u00eb Lojrash. Aktet e Interaksionit Njeri-Kompjuter 2005, Portland, Oregon.<\/li>\n<li>Seif El-Nasr, M. (2005). Drita Inteligjente p\u00ebr Ambientet e Lojrave. Revista e Zhvillimit t\u00eb Lojrave, 1(2), <\/li>\n<li>Birn, J. (Red.) (2000). Drita Digjitale &amp; Renderimi. New Riders, Indianapolis.<\/li>\n<li>Calahan, S. (1996). Tregimtaria p\u00ebrmes drit\u00ebs: nj\u00eb perspektiv\u00eb e grafik\u00ebs kompjuterike. Sh\u00ebnimet e Kursit Siggraph.<\/li>\n<li>Seif El-Nasr, M. dhe Rao, C. (2004). Drejtimi Vizual i V\u00ebmendjes s\u00eb P\u00ebrdoruesit n\u00eb Mjedise Interaktive 3D. Sesioni i Posterit t\u00eb Siggraph.<\/li>\n<li>Reid, F. (1992). Manuali i Ndri\u00e7imit t\u00eb Sken\u00ebs. A&amp;C Black, Lond\u00ebr.<\/li>\n<li>Reid, F. (1995). Ndri\u00e7imi i Sken\u00ebs. Focal Press, Boston.<\/li>\n<li>Petr Dyachikhin (2017), Teknologjia Moderne e Videoloj\u00ebrave: Trendet dhe Inovacionet, Tez\u00eb Bachelor, universiteti i shkencave t\u00eb aplikuara Savonia<\/li>\n<li>Qendra e m\u00ebsimit Adorama (2018), Teknikat Baz\u00eb t\u00eb Ndri\u00e7imit n\u00eb Kinematografi, nga (https:\/\/www.adorama.com\/alc\/basic-cinematography-lighting-techniques)<\/li>\n<li>Seif El-Nasr, M., Niendenthal, S. Knez, I., Almeida, P. dhe Zupko, J. (2007), Ndri\u00e7imi Dinamik p\u00ebr Tensionin n\u00eb Lojra, revista nd\u00ebrkomb\u00ebtare e hulumtimit t\u00eb lojrave me kompjuter.<\/li>\n<li>Yakup Mohd Rafee, Ph.D. (2015), Eksplorimi i piktur\u00ebs s\u00eb Georges de la Tour sipas teoris\u00eb s\u00eb Chiaroscuro dhe tenebrism, Universiti Malaysia Sarawak.<\/li>\n<li>Sophie-Louise Millington (2016), Ndri\u00e7imi n\u00eb Loj\u00eb: A ndikon ndri\u00e7imi n\u00eb Interaksionin dhe Emocionin e Lojtar\u00ebve n\u00eb nj\u00eb Ambient?, Universiteti i Derby.<\/li>\n<li>Prof. Stephen A. Nelson (2014), Pasurit\u00eb e Drit\u00ebs dhe Rishikimi i Substancave Izotropike, Universiteti Tulane.<\/li>\n<li>Licenca Creative Commons Attribution-ShareAlike (2019), The Dark Mod, nga (https:\/\/en.wikipedia.org\/wiki\/The_Dark_Mod)<\/li>\n<\/ol>\n<p>Burimi: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/habr.com\/ru\/company\/playgendary\/blog\/471806\/\">habr.com<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u0412 \u043e\u0436\u0438\u0434\u0430\u043d\u0438\u0438 PS5 \u0438 Project Scarlett, \u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u0431\u0443\u0434\u0443\u0442 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u0438\u0432\u0430\u0442\u044c \u0442\u0440\u0430\u0441\u0441\u0438\u0440\u043e\u0432\u043a\u0443 \u043b\u0443\u0447\u0435\u0439, \u0437\u0430\u0434\u0443\u043c\u0430\u043b\u0441\u044f \u043e\u0431 \u043e\u0441\u0432\u0435\u0449\u0435\u043d\u0438\u0438 \u0432 \u0438\u0433\u0440\u0430\u0445. \u041d\u0430\u0448\u0435\u043b \u043c\u0430\u0442\u0435\u0440\u0438\u0430\u043b, \u0433\u0434\u0435 \u0430\u0432\u0442\u043e\u0440 \u043e\u0431\u044a\u044f\u0441\u043d\u044f\u0435\u0442, \u0447\u0442\u043e \u0442\u0430\u043a\u043e\u0435 \u0441\u0432\u0435\u0442, \u043a\u0430\u043a \u043e\u043d \u0432\u043b\u0438\u044f\u0435\u0442 \u043d\u0430 \u0434\u0438\u0437\u0430\u0439\u043d, \u043c\u0435\u043d\u044f\u0435\u0442 \u0433\u0435\u0439\u043c\u043f\u043b\u0435\u0439, \u044d\u0441\u0442\u0435\u0442\u0438\u043a\u0443 \u0438 \u044d\u043a\u0441\u043f\u0438\u0440\u0438\u0435\u043d\u0441. \u0412\u0441\u0435 \u0441 \u043f\u0440\u0438\u043c\u0435\u0440\u0430\u043c\u0438 \u0438 \u0441\u043a\u0440\u0438\u043d\u0448\u043e\u0442\u0430\u043c\u0438. \u0412\u043e \u0432\u0440\u0435\u043c\u044f \u0438\u0433\u0440\u044b \u043d\u0430 \u0442\u0430\u043a\u043e\u0435 \u043d\u0435 \u0441\u0440\u0430\u0437\u0443 \u043e\u0431\u0440\u0430\u0449\u0430\u0435\u0448\u044c \u0432\u043d\u0438\u043c\u0430\u043d\u0438\u0435. \u0412\u0432\u0435\u0434\u0435\u043d\u0438\u0435 \u041e\u0441\u0432\u0435\u0449\u0435\u043d\u0438\u0435 \u043d\u0443\u0436\u043d\u043e \u043d\u0435 \u0442\u043e\u043b\u044c\u043a\u043e \u0434\u043b\u044f \u0442\u043e\u0433\u043e, [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":29300,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-39053","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u0412 \u043e\u0436\u0438\u0434\u0430\u043d\u0438\u0438 PS5 \u0438 Project Scarlett.\" \/>\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" 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