Shadows
category: general [glöplog]
World fastest realtime shadow effect? Even faster than, Doom III or That Triton guys game.
No, not soft shadows,blended, softed etc, but casted by several light sources?
Severance: Blade of Darkness game
Several game reviews said "wow", not the game itself, but how shadows were made and coded.
And oh, ppl, check out Silverfall game. The game is just like an Diablo clone, but the game engine, especially how they coded shadows is amazing, and does not need 987x nvidia or ati to run smoothly.
Ok
Off to local Bar. Lets Wrazz... =)
No, not soft shadows,blended, softed etc, but casted by several light sources?
Severance: Blade of Darkness game
Several game reviews said "wow", not the game itself, but how shadows were made and coded.
And oh, ppl, check out Silverfall game. The game is just like an Diablo clone, but the game engine, especially how they coded shadows is amazing, and does not need 987x nvidia or ati to run smoothly.
Ok
Off to local Bar. Lets Wrazz... =)
moredhel: ootsä taas polttanut sitä marisätkää?
google for "trapezoidal shadow mapping" and "subdivided shadow maps"
errr, stencil shadows?! I don't see the "several light sources"-superladendus feature either?
well, actually with the kind of models and light angles they could have used almost everything. shadows are not that amazing afais from the screenshots...
buildings are made by "big blocks", characters are a bit mode defined. from the screenshots i can't see the multiple lights.
can be either smart stencil shadowing or shadow maps (trapezoidal or subdivided). the latter would work quite fine for the scenes and work on lower range cards: one/two more renderings of the scene and you're done.
notice that trapezoidal shadow mapping works applies well here: distance between top_of_buildings_as_sky / rooms is always near and there's basically no chance to have far occluders.
just taking a look tho'... probably professionals like smash can say me wrong or explain better.
buildings are made by "big blocks", characters are a bit mode defined. from the screenshots i can't see the multiple lights.
can be either smart stencil shadowing or shadow maps (trapezoidal or subdivided). the latter would work quite fine for the scenes and work on lower range cards: one/two more renderings of the scene and you're done.
notice that trapezoidal shadow mapping works applies well here: distance between top_of_buildings_as_sky / rooms is always near and there's basically no chance to have far occluders.
just taking a look tho'... probably professionals like smash can say me wrong or explain better.
Looks like standard shadow volumes. I don't see multiple shadowcasting lights in the screenshots, but that's not problem anyway, just several shadow caster passes.
i think the right answer to his question would be:
LoL
LoL
![BB Image](http://staytondailyphoto.com/photos/bridge_light_shadows.jpg)
i can do it better (tm)
![BB Image](http://www.waste.org/~rahna/faves/images/shadows.jpg)
also:
![BB Image](http://freddie.spb.ru/rock/shadows/images/23/300.jpg)
horizon mapping, just google for interactive horizon mapping. works fine in tbl's amiga demo.
moredhel esittelee taas tietämystään meille kaikille. ehkä sun seppo ois parempi vaan poltella sitä marisätkää ;)
moredhel tuli vaan mieleen että ootko ollut joskus atari st scenellä kun fanitat ainakin noita st produi aika paljon ja mis gruupissa? aggressionissa?
![BB Image](http://www.pouet.net/gfx/logos/pouet_daxx.gif)
![BB Image](http://www.nolanhaan.com/images/aidsrelated/causeofdeath.jpg)
What would be the fastest shadow algortithm to aply on a low end system?
xernobyl: anim :)
maali: that feels strangely Nine Inch Nails, in a way.