I just kind of use Blender for fun, so I’m not very experienced with it. Here’s what I’m looking for:
I had an idea to make a top down Dungeon Crawler, and want the walls of the dungeon to cast shadows on the opposite side the player is on, completely covering, and making unclickable the terrain, loot, mobs, etc. Now I know that blender has its own lights, which can be blocked off by the walls themselves, but I was thinking of trying to create quadrilateral plains with two corners on the walls edges, and the other two far away enough to cover the whole camera view, and the sides would be parented to bones which turn to be perpendicular to the player. Since the plain wold be above everything, it would effectively make it invisible, and unclickable. Blender shadows, might not be able to fit that bill.
Which would be the best route to take? Creating a trapezoid for every wall segment would liekly take alot of processing power, even if i could code to remove them unless they’re within a specified distance of the player. Would it be easier to make objects unclickable by creating some sort of check if they have an unobstructed line to the player?
Or, is there some other approach?
Sorry, If I’m confusing, I often word things strangely.