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How I Implemented Shadows in my Game Engine
DirectX 11 Shadow Mapping
Shadow Mapping Theory [C++ 3D DirectX Tutorial]
DirectX 11 - Softening shadows by exploiting hardware filtering
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Last Updated: October 18, 2026
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SUPPORT ON PATREON: patreon.com/pardcode WEBSITE: pardengine.com DISCORD SERVER: ... This is tricky stuff to get right. I know I'm doing it in a very non-optimal way. I just wanted to get some Devlog video about "Homegrown", a casual farming game I'm creating using my own engine. Support the channel on Patreon and ... C++ 3D game programming tutorial teaching how to build a 3D engine from scratch using DirectX (Direct3D 11) to leverage ... Making low-res non-cascaded shadowmaps look better by exploiting depth-comparison in the GPU to do some PCF magic. In this video we take a look at five techniques to reduce the effect of several known problems in Created with MS Visual Studio 2013, C++ and In this video I explain a lot of topics related to shadows and I implemented SDSM after my tiled deferred renderer. It runs quite smoorthly in my city scene (3 million polys) You can check my ... Interactive Computer Graphics. School of Computing, University of Utah. Full Playlist: ...