2D Game Programming – ‘Hard’ Shadows

By darkinsanepyro

I am working on the theory behind shadowing in a 2D environment for any of the 2D games I develope later on. The code that finds the shadow volume is no where near optimal and will have to be refined but it works so far! I am happy with it and once I get blending done I can actually form the shadow demonstrations.

In-Development 2D Hard-Shadow Lightning

In-Development 2D Hard-Shadow Lightning

One Response to “2D Game Programming – ‘Hard’ Shadows”

  1. Barts Says:

    Congrats on first post!

    I am looking for the exact same thing for my game prototype in C++. I would be very grateful if you could share it, or at least the algorithmic approach behind it.

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