The shadows in Overgrowth are now being rendered directly to lightmap textures, which are then read by the object pixel shaders to modulate the direct lighting. The shadows are starting to look pretty decent, but there is a lot left to do to improve efficiency and reduce errors! I can go into detail about how the shadows work when they are all done. We haven't started on the indirect shadows yet, but we should be able to extend this same technique by accumulating shadows from random light sources on the sky hemisphere.
The whaleman is very confused by the new shadows. He thinks his shadow is an enemy, and chases it all over the place, laying waste to our carefully crafted levels.
Thanks to OpethRockr55 for the model!