Game Development Community

Shadows and Polysoup... A designer's rant

by Nicolai Dutka · in Torque Game Engine Advanced · 08/03/2009 (6:40 pm) · 5 replies

I've been battling the classic issue of having shadows in my game and at the same time, trying to deal with impossible to create collisions...

Take, for instance, a single cave/cavern. Rough, uneven and rounded edges make for a collision mesh nightmare, so we wanna use polysoup. Ok, so we'll use a TSStatic. But oh wait... TSStatic cannot be set to receive shadows from the player...

So what am I supposed to do here? I feel like I am completely stuck choosing between easy to setup collisions via polysoup, or allowing the player to cast shadows on a static shape and spending hours on end setting up the collisions...

From a production standpoint, it would be MUCH faster to make a game without shadows and use the polysoup, but then I lose my player shadows which makes the game so much more pretty...

Bah humbug!

#1
08/03/2009 (9:01 pm)
You do have another choice: use difs for your environments. No need for collision meshes and difs receive shadows just fine.
#2
08/04/2009 (12:12 am)
polysoup receives the player shadow
#3
08/04/2009 (12:21 am)

Just a quick idea, but if it's an either-or, you could possibly get away with instantiating the same TSStatic twice. Once as a visible object for rendering and once as an invisible object for collision.
#4
08/04/2009 (4:03 am)
Polysoup receives the player shadow as Picasso mentioned
#5
08/04/2009 (8:10 am)
Yep, polysoup gets the player's shadow - it's all the others that don't happen (cos they're baked in, and polysoup has no lightmaps).