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Creating a group for each shadow would be extremely cumbersome, since it would mean 1 full-screen surface for each shadow.

I was looking at the code and it looks like I can add depth support via the depth buffer. This would make it possible to have just 1 group with multiple shadows at different depths. I'll look into that later.

You can detect collisions with shadows and lights using .GetLightsCollisionAt()

Yes, all shadows have the functionality of blocking light, except sprite shadows, which also allow drawing in ambient occlusion pass.

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Depth support via the depth buffer would be amazing, thanks for looking into that!

I see, so only when using vertex shadows, you could have objects blocking light? My only issue with vertex shadows is that they seem to be less fitting for games with a 3/4 perspective whereas sprite shadows look more natural to me in those settings. But I'll look into what you can do with vertex shadows a little more.


Edit: This video by FriendlyCosmonaut shows the type of shadow I'm trying to integrate. Thag's only possible with Sprite Shadows, right?

It is possible to create this type of shadow with vertex shadows as too, but you would have to draw the shape per vertex. Otherwise, yes, Sprite Shadows will use the shape of the sprite. In the next Crystal update, there will be a function that creates vertices based on the sprite's outline.

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That sounds awesome, looking forward to it!

Hi! Do you have an update on when the next version with this feature might be released approximately? Thanks!