"For this situation, the Sswift shadow would perhaps work.
It has 3 different types of shadow casting
-Real shadow using shadow volumes
-using a premade shadow that is put onto a correctly aligned "covering" mesh
-static shadow, which are precalculated ( like calculating lightmap but using a mesh for the shadow which doesn't suffer in quality on large shadow receivers )"
My system does not do "shadow volumes". The first mode, the dynamic shaodws, are created by rendering shadow textures using the entity casting the shadow. It does this only when the shadow changes enough to need to be updated, for speed.
"As I said before, sswifts system uses a lot of power by aligning the quads to the normals of the receiver. Using static shadows won't make it much faster."
If you are referring to textured shadows... an unchanging texture projected onto a surface dynamically... Then that will improve speed if your card is fill rate limited.
If however you are reffering to static shadows... Which in my system are shadows which are cast once, and never updated again, then you are wrong. Static shadows create a mesh, and a texture and then do not update them further. Obviously these only work when cast onto non moving goemetry like a level. But they're extremely fast, so long as you don't let a hundred of them get in view at once, as each is an entity.
It has 3 different types of shadow casting
-Real shadow using shadow volumes
-using a premade shadow that is put onto a correctly aligned "covering" mesh
-static shadow, which are precalculated ( like calculating lightmap but using a mesh for the shadow which doesn't suffer in quality on large shadow receivers )"
My system does not do "shadow volumes". The first mode, the dynamic shaodws, are created by rendering shadow textures using the entity casting the shadow. It does this only when the shadow changes enough to need to be updated, for speed.
"As I said before, sswifts system uses a lot of power by aligning the quads to the normals of the receiver. Using static shadows won't make it much faster."
If you are referring to textured shadows... an unchanging texture projected onto a surface dynamically... Then that will improve speed if your card is fill rate limited.
If however you are reffering to static shadows... Which in my system are shadows which are cast once, and never updated again, then you are wrong. Static shadows create a mesh, and a texture and then do not update them further. Obviously these only work when cast onto non moving goemetry like a level. But they're extremely fast, so long as you don't let a hundred of them get in view at once, as each is an entity.