Added: 2 years ago
From: aleister555
Views: 4,091
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  • I wrote this demo in straight C using OpenGL. Basically just subdivided quads down to a lod dependent on the quad's position along the shadow edge, the code was very messy and the optimizations pretty ugly but it ended up working at a reasonable speed.

  • This reminds me of Nox (Westwood, year 2000) but you cast shadows on the pillars which nox couldnt, it just dis and reappered binary

  • Comment removed

  • WAS THAT A BUG??? 0:15 xD yea realy good .. ive just started with xna and could you please tell me how u do that and where do i start cus i know only how to draw sprite, text and primitives ?? u can PM me also

  • Completely and utterly wow! I've just managed 2D water with HLSL being a complete noob in the HLSL department and novice elsewhere. Have you made or going to make a game with this project?

  • XNA and C# ?

  • awesom

    

  • epic

  • Would you mind sharing how you did it? Are you actually raycasting, or establishing a linear relationship between distance and angle as a shortcut? I'm really interested in achieving similar results. =)

  • This is really awesome!

  • Absolutely amazing mate, excellent job! :D

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