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	<title>Comments on: Real-time self-shadowing test</title>
	<atom:link href="https://mm.soldat.pl/development-log/real-time-self-shadowing-test/feed" rel="self" type="application/rss+xml" />
	<link>https://mm.soldat.pl/development-log/real-time-self-shadowing-test</link>
	<description>Michał Marcinkowski&#039;s: Gamedev Log &#38; Articles</description>
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		<title>By: Spkka</title>
		<link>https://mm.soldat.pl/development-log/real-time-self-shadowing-test/comment-page-1#comment-217492</link>
		<dc:creator><![CDATA[Spkka]]></dc:creator>
		<pubDate>Thu, 14 Apr 2011 10:03:02 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1689#comment-217492</guid>
		<description><![CDATA[Nice job! I wonder how the depth is calculated? Does the map editor stores a depth map or something?]]></description>
		<content:encoded><![CDATA[<p>Nice job! I wonder how the depth is calculated? Does the map editor stores a depth map or something?</p>
]]></content:encoded>
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	<item>
		<title>By: MM</title>
		<link>https://mm.soldat.pl/development-log/real-time-self-shadowing-test/comment-page-1#comment-217440</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Thu, 14 Apr 2011 07:25:44 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1689#comment-217440</guid>
		<description><![CDATA[NugMan: please email me. Maybe it is in your spam folder?

niko šveikovsky:
How would you even do this per vertex? There no vertices here per se, because it&#039;s just pixel tilemaps.

://Will this work correctly with multiple light sources?

Yes, I&#039;m gonna work on that today. I think there will be 2-4 light sources max. From experience I can tell nobody sees the difference beyond that.

Most lights in the game will be either on the wall or on the ceiling. Or natural sunlight. So that&#039;s 3 kinds of lights and z-axis.

GFACE: yes]]></description>
		<content:encoded><![CDATA[<p>NugMan: please email me. Maybe it is in your spam folder?</p>
<p>niko šveikovsky:<br />
How would you even do this per vertex? There no vertices here per se, because it&#8217;s just pixel tilemaps.</p>
<p>://Will this work correctly with multiple light sources?</p>
<p>Yes, I&#8217;m gonna work on that today. I think there will be 2-4 light sources max. From experience I can tell nobody sees the difference beyond that.</p>
<p>Most lights in the game will be either on the wall or on the ceiling. Or natural sunlight. So that&#8217;s 3 kinds of lights and z-axis.</p>
<p>GFACE: yes</p>
]]></content:encoded>
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	<item>
		<title>By: Grid</title>
		<link>https://mm.soldat.pl/development-log/real-time-self-shadowing-test/comment-page-1#comment-217418</link>
		<dc:creator><![CDATA[Grid]]></dc:creator>
		<pubDate>Thu, 14 Apr 2011 05:29:42 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1689#comment-217418</guid>
		<description><![CDATA[gameplay and FUN]]></description>
		<content:encoded><![CDATA[<p>gameplay and FUN</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Grid</title>
		<link>https://mm.soldat.pl/development-log/real-time-self-shadowing-test/comment-page-1#comment-217416</link>
		<dc:creator><![CDATA[Grid]]></dc:creator>
		<pubDate>Thu, 14 Apr 2011 05:26:08 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1689#comment-217416</guid>
		<description><![CDATA[no no no bump mapping no no no

&gt;&gt;&gt; gameplay &lt;&lt;&lt;]]></description>
		<content:encoded><![CDATA[<p>no no no bump mapping no no no</p>
<p>&gt;&gt;&gt; gameplay &lt;&lt;&lt;</p>
]]></content:encoded>
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	<item>
		<title>By: Rick</title>
		<link>https://mm.soldat.pl/development-log/real-time-self-shadowing-test/comment-page-1#comment-217385</link>
		<dc:creator><![CDATA[Rick]]></dc:creator>
		<pubDate>Thu, 14 Apr 2011 03:32:45 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1689#comment-217385</guid>
		<description><![CDATA[Will this work correctly with multiple light sources?]]></description>
		<content:encoded><![CDATA[<p>Will this work correctly with multiple light sources?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: niko šveikovsky</title>
		<link>https://mm.soldat.pl/development-log/real-time-self-shadowing-test/comment-page-1#comment-217327</link>
		<dc:creator><![CDATA[niko šveikovsky]]></dc:creator>
		<pubDate>Wed, 13 Apr 2011 23:46:57 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1689#comment-217327</guid>
		<description><![CDATA[michał, i am so happy that you are again pursuing bump-mapped tiles and objects (i know it&#039;s technically not bump-mapping, but i&#039;m not sure what it should be called right now). i sent you an e-mail about the subject several years ago with this image:

http://nik-storage.s3.amazonaws.com/imagedump/depthmap_shading.png

anyway, the fact that you&#039;re doing this per-pixel rather then through vertex maps is impressive. i suggest that you consider vertex shading as an alternative in certain situations, to save CPU.

also, incredible job with the self-shadowing. that&#039;s the way it should be done, the other way (the quick and dirty and ugly as shit way) is far far inferior.

don&#039;t go overboard with it though. in other words, don&#039;t forget to assign lights different z-axes. lamps aren&#039;t always totally flush to the wall, nor is sunlight always exposing the relief of building surfaces.

looking forward to where this is going. keep up the great work.]]></description>
		<content:encoded><![CDATA[<p>michał, i am so happy that you are again pursuing bump-mapped tiles and objects (i know it&#8217;s technically not bump-mapping, but i&#8217;m not sure what it should be called right now). i sent you an e-mail about the subject several years ago with this image:</p>
<p><a href="http://nik-storage.s3.amazonaws.com/imagedump/depthmap_shading.png" rel="nofollow">http://nik-storage.s3.amazonaws.com/imagedump/depthmap_shading.png</a></p>
<p>anyway, the fact that you&#8217;re doing this per-pixel rather then through vertex maps is impressive. i suggest that you consider vertex shading as an alternative in certain situations, to save CPU.</p>
<p>also, incredible job with the self-shadowing. that&#8217;s the way it should be done, the other way (the quick and dirty and ugly as shit way) is far far inferior.</p>
<p>don&#8217;t go overboard with it though. in other words, don&#8217;t forget to assign lights different z-axes. lamps aren&#8217;t always totally flush to the wall, nor is sunlight always exposing the relief of building surfaces.</p>
<p>looking forward to where this is going. keep up the great work.</p>
]]></content:encoded>
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	<item>
		<title>By: GFACE</title>
		<link>https://mm.soldat.pl/development-log/real-time-self-shadowing-test/comment-page-1#comment-217323</link>
		<dc:creator><![CDATA[GFACE]]></dc:creator>
		<pubDate>Wed, 13 Apr 2011 23:40:42 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1689#comment-217323</guid>
		<description><![CDATA[And how it will work with the fov? fov will be overlap it =(]]></description>
		<content:encoded><![CDATA[<p>And how it will work with the fov? fov will be overlap it =(</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: NugMan</title>
		<link>https://mm.soldat.pl/development-log/real-time-self-shadowing-test/comment-page-1#comment-217259</link>
		<dc:creator><![CDATA[NugMan]]></dc:creator>
		<pubDate>Wed, 13 Apr 2011 20:08:40 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1689#comment-217259</guid>
		<description><![CDATA[I didnt get any download link! Is it right? What&#039;s going on?]]></description>
		<content:encoded><![CDATA[<p>I didnt get any download link! Is it right? What&#8217;s going on?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: MM</title>
		<link>https://mm.soldat.pl/development-log/real-time-self-shadowing-test/comment-page-1#comment-217237</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Wed, 13 Apr 2011 18:54:12 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1689#comment-217237</guid>
		<description><![CDATA[Cool, they don&#039;t mention that it self-shadows anywhere. It&#039;s not plain parallax occlusion mapping. I&#039;ll use that video as reference, I see I made specular a bit wrong.]]></description>
		<content:encoded><![CDATA[<p>Cool, they don&#8217;t mention that it self-shadows anywhere. It&#8217;s not plain parallax occlusion mapping. I&#8217;ll use that video as reference, I see I made specular a bit wrong.</p>
]]></content:encoded>
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	<item>
		<title>By: mmankt</title>
		<link>https://mm.soldat.pl/development-log/real-time-self-shadowing-test/comment-page-1#comment-217218</link>
		<dc:creator><![CDATA[mmankt]]></dc:creator>
		<pubDate>Wed, 13 Apr 2011 17:32:34 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1689#comment-217218</guid>
		<description><![CDATA[http://www.youtube.com/watch?v=o62yW9OAkG0]]></description>
		<content:encoded><![CDATA[<p><a href="http://www.youtube.com/watch?v=o62yW9OAkG0" rel="nofollow">http://www.youtube.com/watch?v=o62yW9OAkG0</a></p>
]]></content:encoded>
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