Cool demo!
Note about engine future:
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We currently feature 2 shadow algorithms, shadow volumes and shadow maps.
Admittedly, nothing is perfect:
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Shadow volumes are trivial to set up (just activate a checkbox
Shadows
). But have limitations (only 1 light source can cast shadows this way, and only 2-manifold shapes can be shadow casters) and the performance indeed isn’t optimal. I’ve done significant optimizations to it a few months ago, but well, more optimizations are warranted -
Shadow maps are admittedly complicated to set up.We have a roadmap item about it, and we talked about them on this forum recently. Things are going forward, but everything takes time
But one advantage of shadow maps is that is can have a different (better) performance, because you control the shadow map size and generation time independently.
So… nothing is perfect, but we’re working on it
If you have a particular 3D world where shadows (using any technique) are unacceptably slow, please submit it, on forum or as a bug, this is always something I can investigate and optimize.
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That’s also something I’d like to investigate Note that for trees, TCastleTransformReference and LODs could be very useful to have optimal rendering, see this news.