Hello again, everyone!
I’m really loving the engine so far, but I’ve got a performance question.
I have this small scene here, which will eventually be quite large since it’s going to be an “arena style” game, and I was trying to figure out how to have each dynamic object have its own dynamic shadow map since they are going to be quite far apart.
The current way I have implemented is to have an identical sun for each dynamic object with “includedMeshesOnly” on the specific object that will be using its shadowGenerator and the ground that it’s casting the shadow on. It’s working great so far, I have the ambient color of the ground set to a negative value to compensate for it being affected by 4 suns/directional lights, but my question is, how much will this negatively affect performance as I scale this up?
Is there a better way to get a shadow map from the sun for each dynamic object in the scene or is this the correct way to do it?
Thanks in advance!