A really easy way to do real-time shadows that is applicable for actual game use

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The shadow resolution in sswift's demos is merely that - a demonstration. Chances are you wouldn't use it that high, but if the game structure required it then it's just an option :)

It seems that Neverwinter Nights is using the exact same technique as SSwift's shadow system. There's no shadow casting on to anything but the static scenary. There are some good screenshots here: http://www.jivemagazine.com/content_gamereviews.php?ID=21