Oh, no ! You are also working on a clone of "Do! Run Run" !
[extreme echo]
NOOOOOOOOOOoooooooooo!!!!!!!!!!!!
[/extreme echo]
lol. I don't believe it! I thought Do! Run Run was too obscure a game for anyone else to be doing. *sound of heart sinking* :)
I started mine 4 months ago... Now I must hurry up to finish it first :)
Heh, you've got a 4 month jump on me so I guess we'll being seeing yours first. ;) I haven't even started the game code yet; I'm still just doing test code to work out the best way to do things.
Have you done animated models of Mr. Do etc., yet? I'd love to see how yours is coming along - any chance of a screenie or even a demo?
In my version, which, by the way looks almost identical to yours, all shadows are part of one surface. When I add a shadow, I add a textured quad to shadow surface and remember vertex indexes for that shadow. Then, when players/enemies move, I manually update positions of vertices that belong to that shadow. This is the fastest solution. Only problem is sloped parts of the terrain, but slopes are always on fixed angle, so that is also not very hard to do.
I toyed with using this method also but figured it would be a pain when the shadow is half on a slope. i.e. in the second screenie above, the players shadow is half on the flat ground and half on the slope. How are you handling that?