# Shadow Volume and Light radius

**URL:** https://forum.castle-engine.io/t/shadow-volume-and-light-radius/1851
**Category:** Uncategorized
**Created:** [April 4, 2025, 11:40am UTC](https://forum.castle-engine.io/t/shadow-volume-and-light-radius/1851 "2025-04-04T11:40:08Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![kagamma](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/kagamma/32/226_2.png) [@kagamma](https://forum.castle-engine.io/u/kagamma)
#### Post date: [April 4, 2025, 11:40am UTC](https://forum.castle-engine.io/t/shadow-volume-and-light-radius/1851/1 "2025-04-04T11:40:08Z")

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Since my game involves random map generation, and one of the map types is dungeon style, which I plan to use shadow volumes for, I’m wondering what the current optimizations are for shadow volumes when it comes to the light source’s radius? So that I can avoid reinventing the wheel, such as creating an LOD system to enable or disable shadow casting and receiving shadow volume properties myself.

 ![Screenshot_2025-04-04_11-28-29](https://forum.castle-engine.io/uploads/default/original/2X/9/91fdb154232c07b55edafb0f92bbe12328d8c049.png)

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### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [April 4, 2025, 7:50pm UTC](https://forum.castle-engine.io/t/shadow-volume-and-light-radius/1851/2 "2025-04-04T19:50:47Z")

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Right now, in the “rendering lit objects” phase, we do not cull objects depending on the light radius. Which seems like a reasonable optimization – PRs are welcome 🙂
