Hey Ya.
To begin with, if the copyrights of other parties are not affected, then the idea (start, as well as the continuation) of CC0 1.0
What did I think of such a thing, if there is no such thing of course? I even try to work out / refine it.
You know that in Blender there is a binding of the sun to the tops of the player - it moves behind it and does not rotate.
I thought about this:
The sun has the resolution of the shadows, it is placed (in the shadows) along the center of the player, but in this case 3/4 of the shadows are always out of the review - the “dead” zone.
And so I decided to make a script - dynamic sun, where the sun with the same resolution of shadows moves depending on the position and rotation of the character. That is, it actually uses a 100% shadow buffer, and this is that if you have 1024 classics, then with this script you will get 2048 - the resolution of the shadows. And this is a saving of 4 times video memory. There may be 4096, just not 1/4 in the camera review, but all ~ 100% (there is a couple% loss all exactly) …
While there are developments, and I would not want that somewhere that someone did NOT licensed for themselves exclusively - the theory in CC0 1.0 is what I started WIP for. I love the GPL, I love copyright and I love the Blender community - better that everyone would have it. And there, though under Unity®, even under Unreal® or … (if there is no such technique) - everything is exactly for me.
Here is the first working example - you can connect to the development, and you can make yourself separately …
Since I’m trying to develop a more universal script (at all angles), while the logic is far from the final one, but already there is something - the principle of work, and the angles and variations can be completed. dynamic_sun01.blend (1.2 MB)
Thank`s.
camera prints as its name, but it is a game object. Oh I made a mistake in the code, it should be camera.worldPosition not just camera, my bad. Fixed.
Fun fact: In Python you can make objects that can be printed:
class MyObject(object):
def __init__(self, value):
self.value = value
def __str__(self):
'''Return the string that should be displayed for your object'''
return '<I am an object with value={}>'.format(self.value)
# usage:
>>> a = MyObject(12)
>>> print(a)
<I am an object with value=12>
Why do I tell you this ? Because the BGE most certainly used this mechanism to make GameObjects printable.
aww, but i like seeing all that memory space address number pile
i thought about mentioning the worldPosition, but i wanted to see how long it took you to catch it. doesnt getVectTo() return [distance, global, local]?