This technique is limited to "unrealistic" point lights (except for stars). To improve the shadow quality it is necessary to work with light fields. This can be done either by voxel fields (I think nvidia tried something like this) or depth fields. I use the later one with the advantage that it can be easily combined with other techniques and can be updated in real time. For almost static environments like the one in the example I would advise to use precomputed emission maps. There is also something wrong with the shadow map (right image) I suspect a blur step is missing.
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Implementing fast, ray-traced soft shadows in a game engine 11 years ago
Apple Open Source Site 11 years ago
The sources from 10.10.2 to 10.10.4 are missing. Is this somehow a preparation for the upcoming T(T)IP? Is the source still accessible for security firms?
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Ah, an excuse why two almost identical language constructs exist. Welcome to the list of cluttered programing languages.
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Just for the training phase. You should expect to be axed in few months.
Dan Bunten and M.U.L.E. 12 years ago
There is a OpenGL (3.3+) remake for Linux/OSX available here: http://www.yousry.de/c-o-o-l-the-game/.
Multiplayer mode with up-to four players. Gamepad support and almost original ruleset for auctions. The land exploration is crea
The Linux version is free.