#shadowmapping
Central Extreme Intelligence
September 19, 2026 at 6:07 PM
Implemented spotlight shadowmapping (PCSS). Shadows get softer with distance. Not entirely accurate compared to ground truth raytraced shadows. (But it's cheaper). Still WIP. #gamedev #indiedev #screenshotsaturday
May 16, 2026 at 9:25 PM
The part that is forced is RTGI, I don't expect that they bothered to bake regular shadowmapping so I would expect the game would be missing most of its shadowing if you could disable the RTGI which would probably run way better but look hideous.
December 31, 2024 at 9:19 AM
xNormal was free. I added LSCM (pelt) UV mapping to my shadowmapping pipeline using Maxscript. Scriptspot had all kinds of free Maxscripts that you could use or reference. You asked people on ICQ or Messenger for help, no social media or Youtube.
March 25, 2026 at 3:25 PM
Here is a speedpaint of me chanllanging myself with shadowmapping and value range.

Friendly reminder I'm still open for commissions!
artistree.io/coffecatz

I also have Instagram and Youtube if you want to check it out!
www.youtube.com/@CofeCatZ
www.instagram.com/coffecatzcon...

#Art#Digitalart
August 5, 2026 at 2:23 AM
The 3D Third Person Playground sample for Defold is now updated and we’ve:

🎮 added gamepad support
🕹️ added new controls mode
👥 improved shadowmapping
📜 enhanced documentation
🎶 added audio

forum.defold.com/t/defold-3d-...

#Defold #gameengine #gamedev #indiedev #MadeWithDefold #tutorial
May 27, 2026 at 10:44 AM
Adoro essa parte do processo de shadowmapping. Acho trabalhoso mas um dos mais essenciais pra uma boa leitura da imagem, e curto muito ver a definição das formas e ordem de leitura funcionando bem só com os shapes das sombras
November 4, 2024 at 9:18 PM
Como começou x como tá ficando

Ainda decidir se vai ser essa sombra ou o outro teste, ajeitar o shadowmapping, se pá descer umas oclusões de leve só pra trazer mais leitura e umas luzeszinhas e foiqfoi
ta uma fofura uma preciosidade um nenê 🤌😭☺️
October 11, 2024 at 9:10 PM
Look at these Shadows! 😊

#shadowmapping #creativecoding
August 18, 2024 at 4:54 AM
Finally finished a first implementation of shadowmapping.

It's ugly, buggy and I bruteforced it into the engine with 0 care in the world, but it's a start.

I'll take a small break from shadows though, I want to focus a bit more on gameplay for the next days.

#gamedev #rust #vulkan
May 8, 2025 at 8:56 PM
Defold has 3d shadows? Or only with a shadowmapping plugin?
July 29, 2025 at 7:29 PM
shadowmapping is so cool bro
January 11, 2025 at 10:09 AM
... Then, the moment we hit PMMA 6, we are going to take a dive into 3D, adding cameras and 3D shapes, before adding custom 3D models, texturing and enhanced shader support (things like shadowmapping for example).

However, PMMA is currently...
October 11, 2025 at 11:21 PM
... Shadowmapping.

In Pycraft when lightning occurred we would disable the shadowmapping for a few frames, and this had a really interesting effect.

We might look into keeping this as a concept, but will instead be making certain points, including forked lightning...
April 26, 2025 at 1:08 AM
Introducing weather into PMMA is actually a very interesting challenge.

That's because it requires such a broad range of different effects.

Anything from volumetric clouds, to shadowmapping and depth testing, it's all here!

So today let's talk about the weather challenge!
April 26, 2025 at 1:08 AM
... Memory usage and performance of PMMA.

From there we will finally complete our transition into 3D, and begin to introduce 3D focused features, including skyboxes, shadowmapping, graphical effects (using shaders), as well as model and optimised 3D shape generation...
April 20, 2025 at 11:40 PM
... One of the areas we are going to be putting a monumental amount of work into, is working in 3D.

From camera creation, to skyboxes, shadowmapping, level of detail effects, collisions to custom model loading - this is really where we want PMMA's speciality to be.

...
February 6, 2025 at 10:29 PM
... And it is fundamentally why widgets, despite appearing at first simple, have taken this long to add, because we need to work on a lot of other content first.

Its this same principle that explains why we don't have mechanics like shadowmapping at the moment in PMMA...
December 27, 2024 at 9:45 PM
... For another purpose. Let's say shadowmapping.

But the camera is very clever. If for example you want to use the camera to capture depth, instead of color, the way you interact with it, will determine what the camera "sees", however this behaviour is also heavily...
December 5, 2024 at 10:03 PM
Storage Fault Analysis: SolarEdge

SolarEdge Shadow Mapping Error Causes & Troubleshooting

#SolarEdge #ShadowMapping

🔍 Full Report: https://www.storagefaults.com/solaredge/article/solaredge-shadow-mapping-error-causes
March 2, 2026 at 6:03 PM
Sonic Colors or Overlord: Dark Legend, maybe? I'm not a Wii homebrew dev but I know Colors uses a Fresnel map on Sonic for the illusion of per-pixel lighting gamebanana.com/mods/317247

I mention Overlord because I heard it does shadowmapping on Wii
Better Colors Materials Mod for Sonic Colors | SC Mods
HD'ifying a standard def hedgehog.... A Sonic Colors (SC) Mod in the Skins category, submitted by Bluwolfblitz
gamebanana.com
November 17, 2025 at 11:56 PM
The suckage of the Axel Impact/DT games is unparalleled.

Shame because it does impressive stuff for PS2 with shadowmapping, postprocessing, highpoly cars and rigidbody physics
June 28, 2025 at 12:19 AM
BVH needs to have the whole scene compared for eg shadowmapping, where sometimes you can just ignore shadowcasting items like floor or are in fully shadow, but this causes issue in BVH, All but these meshes can be added quickly LE copies the geometry from game data from GPU stores them in packages.
October 22, 2025 at 8:58 PM
[3D] Fix shadowmapping errors.
October 7, 2024 at 5:50 AM