Love_In_Rio
Veteran
We actually do full shadowing on all light sources (each object blocks light from all light sources correctly), but majority of our light sources have rather limited distances (we have only distance limited spherical point lights and spot lights), so shadows are not that long usually. Meaning that majority of the shadow geometry is culled off nicely before sending it to graphics chip.
With unlimited shadow distances, all the objects have to occlude light (be "shadow casters"), or you get ugly looking artifacts from shadows that "go though geometry" (for example opponent behing a small hill on outdoor scene if the hill does not block the light correctly, or uses some alternative "fake" shadowing technique).
What about ambient occlusion ? For next game ?