I've no idea if there's another name for the method i'm using, but I think of it as ray tracing. Or, to use an even fancier title, realtime light source obsfuscation and partial object shadowing...
The effect is a little slow at the moment, but I can see lots of optimisations yet although this was an idea I had after doing the tree system, and if i'd done the trees another way it would be even quicker so I may well write the whole thing from the start again.
It's not quite quick enough to show an exe yet, but I thought you might appreciate some screenies... :)
These pictures show partial shadows cast by trees onto the armoured personel carrier (also cast by hills but not shown).


The effect works by effecting a secondary texture co-ordinate set which points to a 4x4 gradient image. Rays are cast between the lightsource and the vertice to assertain if the route is obfuscated by either the landscape or an object (including mobile objects) within the world. Each vertice is handled in turn, so the effect is quite slow.
However i've found I can greatly speed up the effect by grouping vertices to a single ray and I'm now toying with the idea of making a ray-grouping editor application in order to improve the quality of the effect and reduce the quantity of groups necessary to achieve a disereable result.
The effect is a little slow at the moment, but I can see lots of optimisations yet although this was an idea I had after doing the tree system, and if i'd done the trees another way it would be even quicker so I may well write the whole thing from the start again.
It's not quite quick enough to show an exe yet, but I thought you might appreciate some screenies... :)
These pictures show partial shadows cast by trees onto the armoured personel carrier (also cast by hills but not shown).


The effect works by effecting a secondary texture co-ordinate set which points to a 4x4 gradient image. Rays are cast between the lightsource and the vertice to assertain if the route is obfuscated by either the landscape or an object (including mobile objects) within the world. Each vertice is handled in turn, so the effect is quite slow.
However i've found I can greatly speed up the effect by grouping vertices to a single ray and I'm now toying with the idea of making a ray-grouping editor application in order to improve the quality of the effect and reduce the quantity of groups necessary to achieve a disereable result.