How Shadows Work in Games
In this video I explain a lot of topics related to shadows and shadow mapping in games. They are: basic shadow mapping, percentage closer filtering (PCF), cascaded shadow mapping (CSM), variance shadow mapping (VSM). I provide intuitive examples to help you understand underlying algorithms better. I hope you'll enjoy! Support me on Patreon: / gorevojd Join me on Twitch: / gorevojd Source code can be found here: https://github.com/gorevojd/Flower/tr... Nvidia Variance shadow mapping: https://developer.nvidia.com/gpugems/... Learn OpenGL shadow mapping tutorial. https://learnopengl.com/Advanced-Ligh... Poisson Disk Sampling https://www.cct.lsu.edu/~fharhad/ganb... Hi everyone! My name is Dima and I'm an Indie Game Developer. I started to code and create games in 2013. I have a huge experience in GameDev, such as 3D modeling, animation, programming, game design. I create these videos to help you know more about creating games and to show that we can create a lot of beautiful things with coding. Thank you!

Dear Game Developers, Stop Messing This Up!

10 Gamedev Libraries For 10 Needs (used by AAA companies)

I Put 2 Boss Fights in My Tutorial Level | Indie Devlog

How to Optimize Games and Programs (Programmers perspective)

How Games Have Worked for 30 Years to Do Less Work

Moebius-style 3D Rendering | Useless Game Dev

How Big Budget AAA Games Render Clouds

How Ray Tracing (Modern CGI) Works And How To Do It 600x Faster

How Rockstar fit an entire city into PlayStation 2 memory

Can we Improve Tutorials for Complex Games?

Don't Hang Up On AI Scammers. Do THIS Instead.

How One Guy FIXED Procedural Generation

Adobe Is Completely F*cked.

Basic Shadow Mapping // OpenGL Tutorial #35

How I Made Real-Time Shadows in 2D

The Math behind (most) 3D games - Perspective Projection
![Adding FRACTURING to my game's physics [Voxel Devlog #28]](https://i.ytimg.com/vi/lsTHpbEN0dE/hqdefault.jpg?sqp=-oaymwEjCNACELwBSFryq4qpAxUIARUAAAAAGAElAADIQj0AgKJDeAE=&rs=AOn4CLBZbgQJzCSG61-_4qU38h-BIPUtSQ)
Adding FRACTURING to my game's physics [Voxel Devlog #28]

Animation vs. Geometry

How I would approach gamedev (if I had to start over)

