2016-12-06

Yes, if you have geometry based world, this is by all means the preferred way. However if you need pixel-perfect shadows as I do (major parts of my game world are procedurally generated as individual "pixels" – I have no way to get their geometry other than bitmap trace, which would be slow), you will in most cases probably need some kind of ray-trace.

In next days, I'll be working on shader based approach, loosely inspired by this, because performance of my current approach is indeed an issue, as expected.

github.com


mattdesl/lwjgl-basics

lwjgl-basics - :wrench: LibGDX/LWJGL tutorials and examples

I'll post progress, when I make some .

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