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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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EarthBanana

Handling shadow map when objects are far away

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So I for each spot light I go through and create a shadow map depth texture by rendering all of my objects from all of the spot light's point of views - it works fine but when I move the spot lights far away I start to get the pixelated (giant pixels) looking shadows I think because the texture is the same resolution as the screen size.. so when the light is really far away the shadows are very small on the texture making them appear pixelated.

 

Anyways - does anyone know a way to deal with this? I tried resizing my texture but it didn't actually help at all - it just made the pixelated shadows even smaller.

 

The picture shows what the shadow looks like when the spot light is really far away

Edited by EarthBanana
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Thanks it looks like that's exactly what I need.

 

I found also what I was doing wrong in making the higher resolution shadow map texture - I wasnt changing the viewport size to match the texture when I enabled the frame buffer.. It works great now - I'm working on switching textures based on the camera's distance from the shadows now - it's a bit tricky though considering the shadows can all be at different depths in the viewing frustum.. I'll figure it out though

 

Thanks for the help

Edited by EarthBanana
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