Shadow Mapping
Last week, we talked about Shadow maps. Shadow maps create realistic shadows within the game, and are computationally light. They add great effects, and can allow you to hide imperfections or improve game play, such as hiding an enemy within the shadows. They also allow you to create depth, giving it a more visual appealing look. Below, I will show you some key shadow maps done in a game called "Path of Exile".
Now, first thing you might notice, is there are a TON of shadows in this screenshot. This seems to be a common theme throughout the game, as it goes for this dark feel. Here, you can see shadows being casted by me, the merchants, and the different objects within the scene. You can also pick out which light sources are casting these shadows. I am currently standing quite close to the fireplace, and that is casting a very long shadow behind me. However, I have a second, very faint, shadow being casted by the torch beside the treasure chest. You might not be able to make it out in the screenshot, but it was very noticeable whilst playing the game. With these multiple light sources, you achieve some really cool looking shadows and effects within the game.
Here, I am in a cave. You can see a large light eminating from me in a circle, which will increase and decrease in radius based on how much HP you have. You can see the rock pillars casting large shadows related to the position of where you are. You are also unable to see what is outside of the circle of light, because if you were to look from your point of view, you would not be able to see what's behind the rock wall.
Finally, here I am outside. The sun is the biggest light source in this screen shot, and you can see the shadow that I am casting in the opposite direction of the light source. You can also see the reflection of the sun off the water, at the bottom of the cliff. There are also light shadows being casted by the grass, but you can't really make it out in this screenshot.
Shadow mapping allows us to emphasize depth, create a more visual appealing game and improve realism within games. Look forward to my next blog post on post-processing effects!
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