Wintermute Engine Forum

Wintermute Engine => Feature requests, suggestions => Topic started by: Spellbreaker on August 11, 2008, 06:05:16 PM

Title: Shadows
Post by: Spellbreaker on August 11, 2008, 06:05:16 PM
Hi there!

Until now, the Shadow of a 3d-Actor is casted using the SetLightPositoin function, a "fictional" light source.

What I'd love to see is, that the Engine can use a fixed light-source from the geometry.3ds file, to have the effect that when the Actor walks around a light source, the shadow would always cast into the right direction.

The only Workaround I figured out for that would be to develop a plugin, that reads the absolute coordinates of a lightsource from the 3ds file, converts them to relative coordinates for the Actor, and then calls the SetLightPosition function, maybe 10-20 times a second? I don't know how performant that would be.


Greetings,

Spellbreaker
Title: Re: Shadows
Post by: Dan-D on August 12, 2008, 10:45:52 AM
Well I'd liked that! Any plans to create one? :)
Title: Re: Shadows
Post by: Spellbreaker on August 12, 2008, 01:15:38 PM
I am currently developing a Plugin, but: I will limit it to one single lightsource ( anything else would cut too much performance I guess ) but it will take a while since I never developed a plugin before....

I need to do something like a function,where you can define how often the shadow will be updated, and the function would read the lightsource from the 3ds file, then read the actors position, and calculates the correct values for that SetLightPositon funtion of Actor3d
Title: Re: Shadows
Post by: FogGobbler on August 20, 2008, 06:00:42 AM
@Spellbreaker : Hi! How is the development of the shadow plugin going on?

Cheers,  ::beer
Oli
Title: Re: Shadows
Post by: Spellbreaker on August 22, 2008, 02:55:20 PM
Hey. It's not in development right now, since we focus on the first chapter of the Game now. Shouldn't take too long, since we are 4 people now, (musician, developer, 3d artist, 2d artist) and some voice talents.