Yeah I am working on improving some older games, as well as working on some new small projects
Added another test called “EntityTest” it is using a model that I got from Riste Sekuloski.
http://users.on.net/~bobjob/goon.jpg
ALSO NEED SOME HELP!
Im currently trying to make a good way to handle shadows in a 3rd a person game, my RTS shadows are all static, which doesnt work well for this sort of thing.
If anyone has some good ideas in regards to handling this please give me some advise.
Currently this is what I will be doing. using both a projected texture and a shadow map. the projected texture will be the same as the shadow map except it will be the scene from the light source rendered in black with white Fog (Ill get the textures after a single pass). To simulate attenuation: Ill use this texture map as a texture mask, when redering the scene using only diffuse lighting.
Which means Ill use two shaders: one for ambient lighting/height map and another for normal/specular lighting.
Passes required:
for areas that have no lighting, just a single pass for ambient lighting.
for each light at least 2 passes (for spot light/sun light) plus 2 calls for each texture copy, on each tile region.
A was thinking that I will be using cascaded shadow maps.
If anyone knows a better way to handle 3D shadows in a reasonable way, feel free to share some ideas. Im not sure how many light sources my game will use, but In case there is alot, this seems like a good way to handle unlimited lights. The way I have described will look very polished, which is nice inside a web page, but I also understand that it can kill the video card, granted I will allow the disabling of shadows, but it would be nice if everyone could get into the atmosphere of the game.