_33,
Swifts system has the ability to set up a lot of static shadows as well as animated b3d mesh shadows and simple soft edge circle shadows. He has a demo called 'city' I think, which shows this off very well. Once the static shadows are calculated, they do not need and further calculation, as long as the light doesnt change.
You must be aware though that for fast dynamic shadows, dividing the game level up into small sections and using a 'switching on the fly' funciton will be the best way forward.
I have a funciton which keeps tabs on where my main character is and where he has just been. This way I always have two sections of my level active for shadows, but the rest is dormant and so no claculations are done in those dormant areas. Of course the moment the main character sets foot a dormant area, it becomes awake and shadows are received as normal.
Turning receivers on and off on the fly is fast and easy to acheive with Shawn's library.
IPete2.
Swifts system has the ability to set up a lot of static shadows as well as animated b3d mesh shadows and simple soft edge circle shadows. He has a demo called 'city' I think, which shows this off very well. Once the static shadows are calculated, they do not need and further calculation, as long as the light doesnt change.
You must be aware though that for fast dynamic shadows, dividing the game level up into small sections and using a 'switching on the fly' funciton will be the best way forward.
I have a funciton which keeps tabs on where my main character is and where he has just been. This way I always have two sections of my level active for shadows, but the rest is dormant and so no claculations are done in those dormant areas. Of course the moment the main character sets foot a dormant area, it becomes awake and shadows are received as normal.
Turning receivers on and off on the fly is fast and easy to acheive with Shawn's library.
IPete2.