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Suggestions & Requests / Re: Two questions about why some things aren't in the game.
« on: March 21, 2010, 01:20:32 PM »Blockland uses the default shadow system from torque. It basically produces a raytraced image of the model, then shrink wraps it onto the environment via software. This is very slow. To have shadows cast onto bricks, it would literally take as much cpu/graphics time to render one shadow from one guy as it does to render every brick in the scene. I know this because I have tested it. I even had to hack in some limits so you don't go down to 1fps when you stand in front of "complex" interior geometry like the cupboard hinges in the kitchen map.When I'm about 50 studs above a brick My shadow goes onto it.
Improving shadows in Blockland would require switching to a more modern shadowing technique such as perspective shadow mapping. This is not trivial.
Fx/transparent bricks use a different rendering path then the static/opaque bricks. There is no fog in the static brick rendering path. Blame kompressor.

