Trying to implement some lighting and shadows but I'm not really sure what techniques to use. I've read about forward and deferred lighting but I don't know of any shadow techniques.
From what I know about deferred lighting, basically you render a bunch of buffers, normal, diffuse, etc... and combine them such that you apply lighting based on those buffers such that you don't need to perform per object per light rendering. So you can have many lights at some cost, such as having materials i believe is a bit tricky as everything is basically rendered at once using the same process.
Now for shadows in this case, I'd assume you'd have a shadow buffer in this case and simply apply it over the lighting one ? I haven't really found that many resources on dynamic shadows with the deferred lighting technique.
I think forward rendering is pretty easy to understand, just every light that affects an object you apply that light to it when you draw the object (some restrictions as to how many lights an object can have on it, this is dependent on how many free registers you have in your shader I believe).