Blackthorn
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- Jan 11, 2008
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Today I was thinking about the way shadows are rendered in games. Now I don't know much about 3D design and development, so this may be a little vague and/or misinformed. Right now, AFAIK, shadows are simply overlays on textures that make them appear darker in the shape of the model they're being cast by and only exist relative to the model (apart from things like self-shadow bump maps). Wouldn't a far more accurate level of detail in shadows be achievable by having the light properly be cast by an object, with obstructions causing shadows naturally as they would in real life? To an even greater degree, properly calculating the intensity of the light and distance of the shadow could stop all shadows having the same sharp or blurry edges.
As I said, I know little about the specifics, but please fill me in if this is being/has been done so I can stop thinking about it.
As I said, I know little about the specifics, but please fill me in if this is being/has been done so I can stop thinking about it.