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Starting shadows

By David on May 10th, 2006

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.

7 Responses to “Starting shadows” rss trackback
  1. Eric - May 10th, 2006 at 9:53 pm

    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.

  2. Nuky - May 11th, 2006 at 12:11 am

    Eric, maybe the texture is either undone or kept a secret? ;)

    David, if you want my opinion, read Eric’s post. :P

  3. Eric - May 11th, 2006 at 3:14 am

    the texture was used in the Still More Water (http://blog.wolfire.com/?p=38) post.

  4. Nomikos - May 11th, 2006 at 5:56 am

    I imagine it’s untextured so that it’s easier to see the self-shadowing.

  5. Jeff - May 11th, 2006 at 11:05 am

    I like how the size of the shadow depends on the time of day.

  6. lpod100 - May 11th, 2006 at 1:47 pm

    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.

  7. lpod100 - May 11th, 2006 at 1:48 pm

    by the way, good job on the shadows. :)

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