Cuboid Engine – Shadow Mapping

Alright, today I have successfully implemented shadow mapping. The Mesh can choose if it wants to cast shadows and receive shadows for performance control. As if you had e.g. 5000 instances of grass, you may not want all instances to cast shadows, or something like that. The previews are probably gonna come up soon as it’s almost done, a screenshot or a small video.

My next goal is going to be Ambient Occlusion or something like that, as my post processing shader is set up.

See you next time!

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Cuboid Engine – Demo Reel – Post Processing

Alright, I have compiled a small demo reel for cuboid engine, just to show where I am. Though it doesn’t show all the different features, it shows the new feature: POST PROCESSING, with Bloom!

Video (also on youtube), ENJOY: