Original Post
Hello everybody, I've read a little bit about Shadow Mapping and Stencil Volume Shadowing, but I have never implemented any form of shadowing myself so far. I'm writing a RTS-Game-Engine using Managed Direct (transitioning to SlimDX) and C# 3.0. Most of the render code including shader and light management is in place and working fine. However, I would appreciate some input on what kind of shadowing method would be the most adequate for the following scenario: Fixed height-map based terrain (will not change during the levels) and two moving directional light sources. My main aim is self-shadowing for the terrain. Having the terrain cast shadows onto movable entities and the other way round would also be nice, but is not my first concern. I also have movable point lights within in the game world, but I don't think considering them for shadowing will be necessary. Looking forward to your ideas and recommendations. Regards, Bastian