Dark spaces cast by the presence of a solid object blocking the flow of light. Often helpful for telling where your character is going to land.

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1answer
135 views

Can't run Nvidia PracticalPSM sample in debug mode

I want to add PSM (Prespective shadow map) to my engine but I have problems with that. I think the problem is somewhere in my math code so I want debug Nvidia PracticalPSM sample and compare the math ...
2
votes
1answer
316 views

Steps to take before trying to implement screen space ambient occlusion

I very recently started learning modern OpenGL. I have implemented a wavefront file loader and a basic ADS shading model. At some point I'd like to implement screen space ambient occlusion. I tried ...
6
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2answers
438 views

Shadows moving with camera.

I'm using MJP's Cascade Shadow Map code and I'm having major issues with the shadows moving with the camera. Here a video to demonstrate what's going on. Also, is there a way to fix the dueling ...
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1answer
2k views

Deferred rendering + Shadow maps

I have a 1920x1200 shadowmap which just has the depth values of my scene drawn from the point of view of the light. I also have a 1920x1200 gbuffer that draws my scene to a fullscreen quad. How can ...
1
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1answer
2k views

Early Z culling - Ogre

For Ogre experienced people, but also experts in the field: Early Z culling is sometimes quite desirable, and that's what I tried to do in Ogre by using a two pass material. The first one is writing ...
3
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1answer
720 views

Shadow-mapping xna

I've been trying to implement shadows in my game and I've been following quite a few tutorials online, mainly Riemers, but I'm always getting the same 2 errors when I'm drawing my models and setting ...
1
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0answers
318 views

JOGL Hardware Shadow Mapping Transparent Shadow Texture

I'm using hardware shadow mapping on JOGL based on the demo(HardwareShadowMapping) supplied by the distribution. After generating the shadow texture from lights point of view, I apply it to my scene ...
6
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2answers
976 views

How are dynamic blending shadows like this created?

I would like to know, how dynamic shadows, that 'blend' onto other objects, are created.
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1answer
534 views

Pre Computing shadows, advantages/disadvantages?

Today I was looking at a still frame of a game, and noticed that all of the shadows were dynamic (created per frame). As we know, shadows can be quite expensive. I was wondering why shadows could not ...
4
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3answers
3k views

2D XNA Tile Based Lighting. Ideas and Methods [closed]

I am currently working on developing a 2D tile based game, similar to the game 'Terraria'. We have the base tile and chunk engine working and are now looking to implement lighting. Instead of the tile ...
4
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2answers
3k views

Rendering shadow sprites in cocos2d-x

I am writing a 2D game with cocos2d-x. I want to put a "shadow" sprite on a background sprite using the equation: MAX(0, Cd * 1 - Cs * S) where Cd is the destination color (that is, a background ...
3
votes
1answer
195 views

Math behind simulating a simple light source for rotated rectangle?

Say I have a 2D Rectangle. By offsetting its position by x y and rendering a shadow by an offset, it gives the illusion of a shadow. If I rotate the rectangle Z degrees and try it with the same ...
8
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5answers
4k views

What rendering techniques would I use to draw a drop shadow effect for cards in a card game?

What type of shading algorithm might be used to create shadows like these? the one I'm making is similar but it is all done with a 2D drawing API powered by OpenGL so there is no Z coordinate. In ...
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3answers
1k views

How can I change this isometric engine to make it so that you could distinguish between blocks that are on different planes?

I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between ...
1
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1answer
400 views

Planar shadow matrix and plane b value

I implemented planar shadows with the function D3DXMatrixShadow. As you know, we need plane and light factor to calculate a shadow matrix. The problem is that when I set the plane as D3DXPLANE p(0, ...
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1answer
983 views

How does Trine's lighting look so spectacular?

Is there some kind of "special" lighting in this scene? I notice that the sun seems to "pop".
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3answers
574 views

shadowing billboards

I have a lot of billboarded 3D spheres (they have a heightmap so work properly with depth and penetration; although each is made of just a quad (with slight distortion), they look and feel and are ...
4
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1answer
386 views

Need help implementing shadows on platform with limited feature set

I am writing a game that very much relies on real-time shadowing and would like to implement shadow volumes. I was thinking of doing shadow mapping, but the platform I am using is Molehill/Stage3D and ...
6
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1answer
907 views

How many shadow casting lights are in modern games?

I'd like to know how many shadow casting lights are supported in modern games, such as Uncharted 2, Crysis 2, Modern Warfare 2, Halo: Reach, etc. Do they all limit themselves to just a couple of ...
6
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1answer
1k views

How do I create a blob shadow under a character?

I have a webgl based 2.5D platformer game, and I would like to add a simple blob shadow under the character to help the player with the platforming. How is this normally done? As you can see below, ...
6
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2answers
954 views

Casting a shadow over a whole scene with GLSL in 2D?

I'm making a (non-isometric) side scrolling 2D game and I want each fragment that I draw to cast a small drop shadow when it is near another object. What sort of algorithms are used in fragment ...
14
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4answers
5k views

Real time shadow casting in a 2D isometric game

I'm writing a small 2d isometric engine in C++ and I'm trying to implement real time shadow casting. I followed a simple approach described on this page and here is the result (light is located at the ...
14
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1answer
2k views

Shadow map artifacts

I want to try adding shadows to a 3D XNA game. I've set up some testing environment with one light and one camera. However, I'm running into artifacts with my approach. I'm using the shader code from ...
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1answer
1k views

Create shadow for SkinnedEffect model

I've followed a tutorial that uses the XNA 4 SkinnedEffect for my animation on that model . How can i also make a shadow for my SkinnedEffect model ? Thanks !
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2answers
2k views

Point Light Soft Shadows

How to implement soft shadows for omni directional (point) light. We use typical shadow mapping technique. Depth is rendered to texture cube and addresing is pretty simple then. Just using vector from ...
10
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4answers
2k views

Shadow Mapping and Transparent Quads

Shadow mapping uses the depth buffer to calculate where shadows should be drawn. My problem is that I'd like some semi transparent textured quads to cast shadows - for example billboarded trees. As ...
3
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1answer
1k views

State of art shadowing technique for OpenGL on isometric terrain?

What's the most efficient way of creating shadows for object on a isometric terrain with OpenGL and JOGL? Note that this terrain is not flat and is not heightmap generated. Think it as another model. ...
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2answers
2k views

2D Real-Time shadows on level on a level made from a Dynamic Bitmap

The Bitmap has transparency, and only non-transparent pixels are solid and used for hit detection for the physics engine and gameplay. I have seen some versions done with convex hulls, but for ...