Black font is my question, and blue font is Tim's reply;
Will Unreal Engine 3 have options to not just use the shadowing algorithms as they are stated on the website or is it so hardcoded that modders or licencees can't switch out different shadowing algorithms for different instances (e.g. moving light casting soft shadow-buffers on all objects in the scene rather than stencils)?
Designers have control over all of the shadowing options except for areas where it doesn't make sense (i.e. a dynamic object casting precomputed shadows).
So there you have it! UnrealEngine 3 can do all real-time soft-shadowmaps if the designer wanted, all real-time stencils or a mix of both!
UnrealEngine 3 is looking to be quite an engine, giving much control to the content creators and allowing for many types of games.
Will Unreal Engine 3 have options to not just use the shadowing algorithms as they are stated on the website or is it so hardcoded that modders or licencees can't switch out different shadowing algorithms for different instances (e.g. moving light casting soft shadow-buffers on all objects in the scene rather than stencils)?
Designers have control over all of the shadowing options except for areas where it doesn't make sense (i.e. a dynamic object casting precomputed shadows).
So there you have it! UnrealEngine 3 can do all real-time soft-shadowmaps if the designer wanted, all real-time stencils or a mix of both!
UnrealEngine 3 is looking to be quite an engine, giving much control to the content creators and allowing for many types of games.