Hey. So awhile ago I started a project to get a baked but real shadow map in the BGE, and I think I’ve succeeded.
The idea is basically that a baked shadow map will save resources, but no objects can be shaded with it. At the same time, the GLSL shadow lamp isn’t really good for wide areas. So, I came up with a way to shade the Player by testing where he is in the shadow map’s image, which is loaded externally via the bge.texture or VideoTexture module. This method is also Multi-texture mode friendly, meaning that even old computers can have a nice shaded level.
The script function to get the color from the shadow map image is hereby released under an open license agreement for anyone to use for any reason, even commercial.