Real time shadows for the BGE.

OMG! I think I am going to cry!
Angila just sent me these links:

http://users.pandora.be/blendix/shadow.pnghttp://users.pandora.be/blendix/game_shadow.png

EDIT:

If you guys wanna try it out go here:
http://blenderartists.org/forum/showthread.php?t=128033
1 build for all processors, and one optimized for intel

bge rocks!
ive waited along time for this stuff and now,
its all coming out at once :eek:
god bless apricrot

now I have to buy a DVD…!!

that’s so awesome! :slight_smile:

doesn’t look like stencil shadows though (fortunately! :slight_smile: stencil shadows are outdated) since there are some aliasing artifacts if you look closely and some lines of the gui seem to cast shadows too which wouldn’t be possible with stencil shadows. the artifacts could be lessened with some filtering techniques…

Amazing! Now they just need some optimizations that lower the memory usage so that it will run at a decent framerate on my computer! Or I need to get new VidCards. XD

DUUUUDE! WHO ARE YOU PEOPLE!

Ok seriously now, I…Tears of joy…it’s too beautiful XD

I agree with you, now we have nice features, but please don’t forget the optimizations, for me this is the most important right now, has nonsense to have nice features if we need a cluster computer for run the games, keep it in mind and thanks for your effort blender team.

one word…awesome. also; i cant wait till they implement it with other types of lights

what we need is the ability to crunch polygons, the game engine can still only handle about 20,000 on an average computer (60 - 80,000 on a high end one) were as a high end computer can easily handle say 500,000 in games like crysis. We need a faster more optimized blender for these features to be of any use.

That being said, real time shadows are awsome, but now we have to make like 4 different versions of our games, so people with crappy computers can still play.

Brecht has coded initial shadow buffer support, and support for layer and animated lamps.
http://lists.blender.org/pipermail/bf-blender-cvs/2008-June/014509.html
Another GLSL fix
http://lists.blender.org/pipermail/bf-blender-cvs/2008-June/014511.html

As you notice he notes some issues still like no filtering, but I’d think they would get fixed.

More stuff for my demo, though I may only do a shadow for the player object like they’ve done.

Thank you Brecht!!! You are (one) of my new heroes!!!
No more “Does the BGE have shadows??” Threads!!!

~Túrin

This is the meaning of AWESOME! Fantastic work! I can’t wait to try them out.

what we need is the ability to crunch polygons, the game engine can still only handle about 20,000 on an average computer (60 - 80,000 on a high end one) were as a high end computer can easily handle say 500,000 in games like crysis. We need a faster more optimized blender for these features to be of any use.
If you set your game up correctly, even my old “piece of junk computer” can run 100,000 polys with a good framerate. Plus, I believe the devs are working on this anyways.

(fortunately! :slight_smile: stencil shadows are outdated)
Yea, but the nice thing is that everyone will be able to use them.

whats next? fur? particles? cloth simuation? god I cant believe the BGE is getting so awesome!

Yay! Awesome!
Check this out!
http://www.anicator.com/gallery/bge/noshit_sherlock.png

I’m teasing you all. I know. It’s fun to tease you!

- AniCator

I’m teasing you all. I know. It’s fun to tease you!

- AniCator
It’s rare for me to say this, but I think it’s necessary… OMG.

shadows have been added… check out the apricot blog!

http://apricot.blender.org/?p=206

waited so long for this , fantastic [ ! ] …

How do you even do shadows in BGE?

In my demo shadows aren’t working in the camera view and node materials and multiple UV layers went kaput with the latest build, I’m certain this will be fixed.

I can’t get it to work yet,

and does teh GE have plan for ambient occlusion, guys?

thanks