How to cast shadows that change with time

2

Index

Attached Files

The following files have been attached to this tutorial:

.capx

shadow-cast-2.capx

Download now 209.83 KB

Stats

5,767 visits, 10,503 views

Tools

Translations

This tutorial hasn't been translated.

License

This tutorial is licensed under CC BY 4.0. Please refer to the license text if you wish to reuse, share or remix the content contained within this tutorial.

Published on 21 Dec, 2013. Last updated 19 Feb, 2019

Sun Position Logic

Modeling the sun's position

Of course, we need to be able to calculate the sun’s position before we can determine its effects on the shadows we see. To give you some control over the time of day in the demo you can increase and decrease the time by pressing the A and Z keys.

Sun Azimuth

For simplicity I've decided to assume that the sun's position in azimuth varies linearly with time. In reality it would be a function of your latitude and the time of year, but that would be far too much work and wouldn't be noticed by a game player. So if the sun covers an arc of 180 degrees over 12 hours then it will move in our simulation at a rate of 15 degrees per hour and rise at 0 degrees game angle (due east). So, at any given time, the sun's azimuth is:

Sun Elevation

We need a way of determining when the sun is at maximum height (for the shortest shadows) and when the sun is lowest to the horizon (for the longest shadows). The maximum elevation of the sun will determine how long or short the midday shadows are, but reality is less important than visual appearance and ease of coding. For the method I’ve chosen here we first calculate the sun’s elevation factor (0 to 1, 0 being sun set and 1 being midday or maximum elevation). From that value we can then do the work we need. One easy way to model how the sun travels across the sky is to use a sine equation:

  • 0 Comments

Want to leave a comment? Login or Register an account!