Project Apartment

Cool demo!

Note about engine future:

  1. We currently feature 2 shadow algorithms, shadow volumes and shadow maps.

    Admittedly, nothing is perfect:

    • 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 :slight_smile:

    • 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 :slight_smile: 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 :slight_smile: 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.

That’s also something I’d like to investigate :slight_smile: Note that for trees, TCastleTransformReference and LODs could be very useful to have optimal rendering, see this news.

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