Even the all-powerful Pointing has no control about the blind texts it is an almost unorthographic life One day however a small line of blind text by the name of Lorem Ipsum decided to leave for the far World of Grammar.
The Big Oxmox advised her not to do so, because there were thousands of bad Commas, wild Question Marks and devious Semikoli, but the Little Blind Text didn’t listen.
For dynamic shadows works accurately enough, I only calculate the shadow inside frustum of camera. On other iterations, I create one fake frustum independent to the camera to have the precision at the cost to distance.
Because the size of the map will not influence the performance of the game, I implement baked shadows.
When we calculated the baked shadows, We looked that they were are inaccurate due to the amount of information stored in a single texture. To solve this, I choose to create a version of a cascade method where I divide the information stored in three different textures.
At the last days of this project, the team ask for a new water shader more simplest than we already had. For this shader, I create one where the uvs gave the visual effect of movement.
When we go to present this shader, I realized that the textures imported in GL_CLAMP_TO_EDGE for default and I can’t change these. For solve this and I can pass the water shader to the team, I edit the resource system of textures to save the new variables that I need. The bad things are that the implementation of this system arrives in the polish phase and we can’t implement into the game.