creating shadows?

Blitz3D Forums/Blitz3D Programming/creating shadows?

gingerprince(Posted 2003) [#1]
What in theory are the method(s) in creating shadows that fall correctly.
Any examples?

Thanks

GP


Dock(Posted 2003) [#2]
the local expert on shadow casting is Shawn Swift. He has put together a fully featured Shadow System available for purchase for use in your games. See here:

http://www.blitzbasic.com/logs/userlog.php?user=963

Also, shadows have been discussed pretty thoroughly, here are some threads you might want to read:

http://www.blitzbasic.com/bbs/posts.php?topic=21055
"A really easy way to do real-time shadows that is applicable for actual game use"

"Update for my shadow system coming soon."
http://www.blitzbasic.com/bbs/posts.php?topic=21283

"Major shadow rendering techniques"
http://www.blitzbasic.com/bbs/posts.php?topic=20372

I hope that helps! ^_^


gingerprince(Posted 2003) [#3]
cheers


Beaker(Posted 2003) [#4]
That doesn't cover efficient static shadows though. For those you should look at Lightmaps in Maplet, Quill3D, Cshop, or any good 3D application.

Also, it really depends on what type of game you are making.


sswift(Posted 2003) [#5]
"That doesn't cover efficient static shadows though."

If you mean whole level lightmaps, then no, it does not.

However my system does support static shadows which are very efficient. A shadow map is renred once, and then a mesh is built once. And you can delete them and recreate them at will.

These are good for casting shadows from individual objects in a level, but not for having the level itself cast shadows.


Skitchy(Posted 2003) [#6]
If you need static shadows for geometry created in any 3D package then LightBulb will do it all for you (see my sig).


Wiebo(Posted 2003) [#7]
All hail the commercial endeavours! =]
There are also examples of shadow casting in the code archives. and they're free


Ross C(Posted 2003) [#8]
was reading that post on cube mapping. I don't know that much about this sort of stuff but couldn't you just apply say 4 textures to the model and ajdust their UV Co-ords as the model moves around the level?


sswift(Posted 2003) [#9]
No. :-)