Thanks for the hints, but unfortunately shadows are still failing for me.
@SolarLune: I double checked and I do have materials applied to all objects in the scene and, as this is a test, I only have the one light which is a spot. The only other objects in the scene are a plane, a wide, flat cube and the cube floating just above it (ignoring the skydome).
@martinsh: I did add a track to constraint as you guessed but the scene is static. However, I will bear this in mind for later.
Is there some other essential setting I am missing for BGE, since I can see shadows in the 3D viewport even after switching from Blender Render to Blender Game (just not when I press ‘P’)?
I just tried deleting the spot light and adding a new one. Now the scene is properly lit when I press ‘P’ but no shadows. In fact, I can’t even reproduce the shadow you see in picture one in the 3D viewport. The wierd thing is that I am on the SAME machine. If I re-load my model, I get the shadows back in the 3D viewport but the lighting goes screwy again when I press ‘P’. Is this a bug or possibly a glitchy video driver?
I am very confused! All suggestions are welcome!
I repeated the experiment - deleting the spot-light and adding another one. Now I get shadows in the viewport AND when I press ‘P’ (woot!). But I still don’t understand why it failed to start with.
I think I’ve got it! It is related to distance. Using the standard lamp within its standard distance everything works as you expect. However, if I move the lamp away, shadow now fail despite increasing the distance of the light and the Clip-end parameter correspondingly. Either this is a bug or my stupidity… so… what am I doing wrong?