Not dead, just doing unglamorous things

It’s been over a month but there hasn’t been much to say about the features I’ve been working on, they’re necessary rather than exciting. Here’s what I’ve been up to:

On the Visibly Improving (i.e. D3D 9) branch

House with a shadow

Shadows! The sun now casts shadows on everything. For now, they’re a fairly standard implementation of split-frustum (or cascaded) shadow maps, which is to say that I render three or four depth-maps from the sun’s perspective, all the same resolution but with each map containing a larger and more distant chunk of the main camera’s view frustum. It’s looking decent but has a few downsides:

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