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Lighting middleware developer Lightsprint has announced the release of its SDK 2008, as used in Team Bondi's Rockstar-published L.A. Noire, which integrates offlin...

Leigh Alexander, Contributor

January 22, 2008

1 Min Read

Lighting middleware developer Lightsprint has announced the release of its SDK 2008, as used in Team Bondi's Rockstar-published L.A. Noire, which integrates offline and global illumination engines and improves lighting quality. New features in the Lightsprint SDK 2008 include unified API both realtime and offline lighting, physical light simulation with infinite bounces, color bleeding, unlimited number of static and dynamic light sources, and 400 fps performance. The SDK also fully supports both precomputed lightmaps and realtime computed global illumination, enabling developers to switch between them. Lightsprint also announced EGN Interactive a new licensee, and Team Bondi previously used the SDK in L.A. Noire. Lightsprint founder Stepan Hrbek commented, "It's amazing how realtime global illumination helps. Lightsmark 2007, benchmark made with Lightsprint SDK in three weeks and released silently, quickly attracted over half a million web references."

About the Author(s)

Leigh Alexander

Contributor

Leigh Alexander is Editor At Large for Gamasutra and the site's former News Director. Her work has appeared in the Los Angeles Times, Variety, Slate, Paste, Kill Screen, GamePro and numerous other publications. She also blogs regularly about gaming and internet culture at her Sexy Videogameland site. [NOTE: Edited 10/02/2014, this feature-linked bio was outdated.]

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