Starting shadows
Shadows are now working in-engine! They use a modified shadow mapping technique, and are blurred based on distance from the shadow caster due to diffraction and ambient lighting.



Shadows are now working in-engine! They use a modified shadow mapping technique, and are blurred based on distance from the shadow caster due to diffraction and ambient lighting.



Those shadows look pretty awesome. I like how you managed to go between the shadow that isn’t based on the objects shape and the overly harshed edge shadows that many games have. The perfect blend, so realistic, I applaud you.
PS: Why no texture on Turner.
Eric, maybe the texture is either undone or kept a secret?
David, if you want my opinion, read Eric’s post.
the texture was used in the Still More Water (http://blog.wolfire.com/?p=38) post.
I imagine it’s untextured so that it’s easier to see the self-shadowing.
I like how the size of the shadow depends on the time of day.
maybe I’m being picky, but I’m not too big a fan of that Turner model, the legs are weird … I have no idea what an anthropomorphous rabbit should look like, but I liked the straighter legs in L1 better.
by the way, good job on the shadows.