August 9, 2014. The news of the Moose getting a shadow, deserves a post of it’s own, to celebrate the milestone. I made a little video, comparing the new and old 2D moose. I really like the new moose! I’m still smiling.
August 26, 2014 update. A fantastic improvment to the shadow just occurred.
Now the shadows are changing as the head is rotating. That’s a big improvement compared to August 9th, eh?
We ended up settling on a pixel-count of 5 (which is a kernal size of 9), blur radius of 20. They dynamic formulas are my little trade secret.
History of Moose shadow development
Here are posts from the past.
March 2011: first look at Shadow Map method. No blurring of edges whatsoever. I hated this.
January 2011: The Volumetric shadow method. Worked poorly because the first model had holes in it.
October 2010: We’ve come a long way, from the the original “concept” mockup art that I made (with photoshop) into an animated gif. I eventually got what I wanted, almost 4 years later.
Multiple Gaussian Filters
From a GameDevelopers conference presentation in 2004, some useful images illustrating how the shader code creates a series of downsampled low-res versions of the image to blur. They look very chunky at first. The GPU shader code can make these very very quickly.
Then they are blurred and magnified back to equal size with a bilinear filter, and combined.
Which can create a very nice wide Gaussian blur or shadow effect.
January 22, 2015 update. Here’s an article on GPU based blur filters. http://www.codeproject.com/Articles/867738/An-investigation-of-fast-real-time-GPU-based-ima