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Detecting shadow


Alienhead
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Working on my competition entry,  I'm kinda stuck on something, and I may end up ditching the idea before I spend to much time on it. .  I was wondering if anyone may have derived a solution to detect when a player ( or any entity mesh ) is in a shadow volume ?

Think back to the game Thief, when hiding in the shadows was possible via Lightmapping but I haven't found a way to do it with these real time lights..  

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I've seen this asked elsewhere and the answer was to try casting rays at the lights. However, that method could trigger when only partially covered in shadow.

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What if you casted a ray from a few of the players AABB corners to the light and used a weighted average of each result?  I'm not sure how fast each ray cast is though.  You could do a quick ray cast to see if there are any AABB's along the way to the light, then do the more complex check after that.   Maybe there's also a way to use the shadow map - if you can access it...  I don't know exactly how the shadows work but if  you could see how much of your player was visible in the shadow map that might do the trick.

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Thief also had very much approximate shadow detection so I don't think it was much more complicated than couple raycasts. I remember light indicator randomly changing while moving in an evenly dark hallway.

What's much cooler is that supposedly the guards in Thief 3 can see your shadow even if they don't see you directly.

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16 minutes ago, Genebris said:

What's much cooler is that supposedly the guards in Thief 3 can see your shadow even if they don't see you directly.

To get that effect one could probably make an object that positions itself so that the player is in-between it and the lights. And then check if the guards can see that object.

i now hate love C++

Beeeeeeeeeeeeeep~~This is a test of the emergency signature system~~Beeeeeeeeeeeeeep

RX 6800XT | i5-13600KF | 32GB DDR5 | 1440p is perfect

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2 hours ago, IceBurger said:

To get that effect one could probably make an object that positions itself so that the player is in-between it and the lights. And then check if the guards can see that object.

I would say you project from a light into player bone and then further into first surface hit. This is basically a point inside player's shadow and you can check it's visibility now. But it might also be inside some other shadow 🙃

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