Shadowcasing Optimizations For Regular Tile Map.

I am looking to add a simple shadowcasting system to my game. I am aware of the general process of casting rays out to create the shadows, but I’m wondering if there are some suggestions for optimizing this process if the only objects that will ever be casting the shadows are all equally-sized square tiles. It seems like there should be a way to dramatically reduce the number of rays that need to be cast. I am currently using Box2dLights to do this with libGdx, but it seems like a bit of overkill for what I’m trying to do. I don’t even want smooth shadows. I just want straight-edge shadows.

Thanks!