User talk:Neo: Difference between revisions

1,254 bytes added ,  21 October 2008
follow-up q. and my $0.02 on dynamic shadows
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(follow-up q. and my $0.02 on dynamic shadows)
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[[User:Neo|Neo]]
[[User:Neo|Neo]]
Interesting, I had no idea the object shadows were decals. But then, what determined their placement? Is it fixed as part of the level data, or based on some calculation?
P.S.: I actually do think those character shadows were in-game and real-time, but that's just my own opinion. For one thing, the game gets choppy here and there in that footage, such as the throw I mentioned at 1:17. If it can get choppy, it has to be recorded in real-time, not pre-rendered. And if it's real-time, some machine, somewhere was producing that footage. That doesn't mean that it was running acceptably; there are no shots of more than two or three characters onscreen, so we don't know if performance was bombing because of the shadows and they took them out (and they are straight-down anyway, not being calculated with respect to lighting, so that would have made it simpler). A bit of research indicates that games were starting to use dynamic shadows not long after that point in time, although it was surprisingly hard to get any solid answers about what games debuted with shadow mapping, and in what years. Oh well, this is all just a talking point now, it's not something we can do anything about.
--[[User:Iritscen|Iritscen]] 16:28, 21 October 2008 (CEST)