Real-time shadows
by Ryan McKenzie · in Torque Game Builder · 01/27/2007 (10:40 am) · 3 replies
I am going for an effect that is shown to be impressive but difficult. Yet I am determined to make this work.
Using OpenGL, I should be able to render dynamic shadows through out my game. I manged to locate this tutorial...
http://www.gamedev.net/reference/programming/features/2dsoftshadow/
I am not too sure how you are suppose to use opengl (which i'm sure holds an issue) but, I just need to understand, how do render these effects into TGB? Or in other words, my game?
What I am currently creating is a top-down view of a racing game. One of my sets will have many lamposts, each would have a light source and the cars would each be shadow casters.
Using OpenGL, I should be able to render dynamic shadows through out my game. I manged to locate this tutorial...
http://www.gamedev.net/reference/programming/features/2dsoftshadow/
I am not too sure how you are suppose to use opengl (which i'm sure holds an issue) but, I just need to understand, how do render these effects into TGB? Or in other words, my game?
What I am currently creating is a top-down view of a racing game. One of my sets will have many lamposts, each would have a light source and the cars would each be shadow casters.
About the author
#2
01/27/2007 (10:57 am)
It's probably easier to fake it in 2d. My first thought is to try stretching, rotating, and fading in/out a 2d shadow on the opposite angle(s) of the car(s) from the light(s). It won't be 100% accurate (TGB can't skew sprites), but as it's a soft shadow it should come close enough to look good.
#3
01/27/2007 (11:12 am)
@David. You made me throw my determination out the window there :)) It does sound like alot of work and understanding, I wouldn't push myself that far for just now. Faking it does sound alot easier on the other hand and less time consuming though. I think I'll work on that and see how it goes.
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