OpenGL 3D Game Tutorial 39: Shadow Mapping (2/2)

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LWJGL tutorial series on how to create a 3D Java game with OpenGL!

The second of three shadow tutorials!

Upcoming tutorials:

- Shadows
- Post processing
- Geometry shader

Future Tutorial Series:

- Game Audio
- Multiplayer
- Advanced Game Dev Concepts
- OpenGL Optimizing Techniques

Previous tutorial topics:

- Display
- VAOs and VBOs - Rendering a quad
- Rendering using glDrawElements
- Shader introduction
- Coloring using shaders
- Texturing
- Matrices, moving and rotating
- Loading 3D OBJ models
- Lighting I
- Lighting II
- Optimizations
- Transparency
- Fog
- Multitexturing
- Player Movement
- 3rd Person Camera
- Mipmapping
- Terrain Generation
- Terrain Collision Detection
- Texture Atlases
- GUIs/HUDs
- Multiple Light sources
- Point light attenuation
- Skybox
- Day/Night
- 3D Mouse Picking
- Water
- Cel Shading
- Normal Mapping
- Rendering Text
- Signed Distance Field Fonts
- Particle Effects
- Random Terrain Generation
- Shadow Mapping

End of video music- Kai Engel, "Waking Stars":

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I always love to come back here to your tutorial to learn the basic stuff I need for my studies.

ezydenias
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I love these professional tutorials, nobody else in YouTube does it like you!!!!

sebastianrodriguez
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This is freaking awesome man! You are practically the best indie game developer who teaches. I've been following your videos for a long time now. Socuwan, Eqillinax(I don't remember how to spell it😅), the behind the scenes, and the tutorials. It's all great. Keep up the good work.

radioactivpankakez
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Hey can you please do the animation tutorial soon? Many people have been waiting for that one for a while now.. Thx.

Triplaglol
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The best part is when you realize you can do the same thing to entities... and when your player goes behind a tree, it looks awesome. And then you realize the tree is casting shadows on itself.

But remember to bind the shadow map to attribute 5 or whatever you're using for the terrain too!

somethingtojenga
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Could you do a tutorial on Cascaded Shadow Maps (having multiple shadow maps over multiple parts of the view)? I'm trying to implement that in, but I'm having the hardest time with the mechanics of it.

SAFollis
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Good tutorials, ThinMatrix. I think that I could make a little in-house engine basing on your tutorials. Maybe show how to add post-processing filters in next tutorial? This would help me to make:
-filters such as bloom, ssao/ssdo, fxaa, dof etc.
-deferred rendering.
-local reflections.
So this would really help with making decent graphics engine. Thanks:D

AdriansNetlis
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Great tutorial I did not know about the discarding part which very nice! I also have question about the shadow fbo maps. if you have multiple lights do you also need a map for every light? if so is it better to have light unity maximum samples that it can do (standard is 4 I believe). I tried to have one map but it would discard my previous calculated shadow

vamidicreations
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awesome tutorial like always :) (i havent watched it yet but i think it will be awesone again :P) thank u 4 ur incredible work :)

chryzbeier
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awesome! ))) make my own realization based on this

MrArksu
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Could you please make a tutorial about interacting with Entities? Im making a little game on this engine, but really the player needs to have a hitbox and be able to stand on other entities (Like a house). If you did, that would be awesome man!

wouter
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Hi, ThinMatrix! :D I've followed your series right from the very beginning, but I can never find out how you add colors to your OBJ models. I get that you have to export it with certain options and use UV Texture stuff, but since Blender's learning curve is very steep, I still haven't understood how to add texture coordinates to a simple cube. Can you please make a small tutorial video about this? Thanks :D
PS: Please don't send a link to the blender wiki. I've tried it, but the texture coordinates haven't worked.
BTW, your explanations of every topic you explain is awesome, so that's why I'm asking... :D

SohamGovande
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My shadows are kinda flickering/jumping around when I move the camera...

Faysheren
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I need help, I have separate terrain and model shader, only the model shader has shadows

ronscript
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Will you make cascaded shadow mapping tutorial? it would probably fix that issue with frustum(you are adding offset to frustum) and shadows would have much higher distance.

lukasjech
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+ThinMatrix Awsome tut, I have a little problem... after I implemented shadows, entities get rendered over the terrain as depth test wasn't enabled

vigiuds
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How to make distant shadows more blurry like in reality?

Suppenfischeintopf
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Question is, why do you only disable backface culling for models with transparency? Models without transparency could also suffer from this issue ;)

Mystixor
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Very nice video :D But when the sun is under the terrain, light still appears on the terrain's surface although it should be in shadow. Is there a way to fix this? I suppose this only happens with non-closed meshes.

overblade
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Please make collision detection tutorial!!

MegaLinuxas