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Implementing Cascading Shadow Maps in my Deferred Planet Renderer
Dynamic Deferred Cascaded Shadow Maps
Cascaded shadow maps (DX11)
How I Implemented Shadows in my Game Engine
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Last Updated: October 31, 2026
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Summary
Apologies for the mic volume; didn't notice until it finished rendering :P The source code for the This video takes a high level overview of the The purpose of this project is to learn openGL by making a rendering engine. It supports phong shading with point lights, ... Unfortunately I didn't go into too much technical detail. If you're looking for implementation details, there are some links below. finally added a first rough implementation of After working on this for over a week now, I finally have csm implemented in my Engine!! And a Grid :) Sources: opengl-tutorial.org/intermediate-tutorials/tutorial-16- Interactive Computer Graphics. School of Computing, University of Utah. Full Playlist: ... In this latest dev log I go through how I added Now the entire view frustum is shadowed by 3 Devlog video about "Homegrown", a casual farming game I'm creating using my own engine. Support the channel on Patreon and ...