Here this version will work. You also needed to update the normals on the cube you created because Blitz doesn't set them correctly, and the system needs the normals to determine how to offset the shadow from the surface.
;-------------------------------------- ; Simple SSwift Shadow Demo ;-------------------------------------- Include "Swift Shadow System - 115.bb" ; Initialise graphics + camera Graphics3D 640,480,16,2 ClearTextureFilters cam=CreateCamera() arenalight=CreateLight() LightColor arenalight,100,150,150 period=1000/UPS time=MilliSecs()-period Const UPS=60 ; Load Meshes + Textures Global samplecone = CreateCone() EntityColor samplecone,255,150,150 Global arena = CreateCube() EntityColor arena,140,190,240 ScaleMesh arena,20,0.05,20 PositionEntity arena,0,-0.1,0 UpdateNormals Arena ; Position and animate Entities PositionEntity cam,0,1,0 RotateEntity cam,0,0,0 PositionEntity arena,0,0,0 PositionEntity samplecone,0,2,8 RotateEntity samplecone,0,180,0 PositionEntity arenalight,0,20,0 ; Initialise Shadow Casters/REceivers Cast_Light(arenalight,500) Cast_Shadow(samplecone) Receive_Shadow(arena) .MainLoop Repeat ; Camera Movement code If KeyDown(200) MoveEntity cam,0,0,0.15 If KeyDown(208) MoveEntity cam,0,0,-0.15 If KeyDown(203) TurnEntity cam,0,2,0 If KeyDown(205) TurnEntity cam,0,-2,0 ; Frame Limiting Code Start Repeat elapsed=MilliSecs()-time Until elapsed ticks=elapsed/period tween#=Float(elapsed Mod period)/Float(period) For k=1 To ticks time=time+period If KeyHit(1) End UpdateWorld Next ; End Frame Limiting TurnEntity samplecone,1,2,3 Update_Shadows(cam) ; Update Shadows RenderWorld tween ; Draw World (tween indicates 60fps) Flip Forever