Quote: "How did you render the shadows? Plain and simple question."
Quote: "so let me anderstand...The shader is animated?"
To answer in the simplest way, the textures are baked in the same way as for a static scene, instead of one texture image I rendered out the entire animation sequence. The scene is set up using one directional light, this light is attached to a bone and animated with a swinging motion, a skylight could be used to give the scene a little ambience if required.
I kept the animation length to 64 frames, instead of rendering the animation in the usual way, render each objects texture per frame. Take each frame and build into an 8x8 sprite.
The shader simply plays the sprite on each model and as the shader resets with a timer, keeping all objects texture maps in sequence is not a problem.
The only issue occured with the overhead swinging lamp, if this was to be a model as first intended the animated model would get out of sync with the sprite animations. I had to render a sequence of frames in the usual way with a camera placed below looking straight up at the ceiling in scene, as the shader uses alpha it was simply a case of placing this sequence on a flat plane and it looks fine as its above the players view and you never get far enough to the side to see its just a flat plane.
Quote: "My question is can you have it where the entity's have collision or is there a reason why they don't."
The shader set up could be static doing the same job but pulling light from static lighting, but in the case of the shadow room I am not sure how the additional lightmapping would have affected the scene, probably would have caused real problems so I didnt want it to be static for that.
I asked that this particular shader be dynamic and take its lighting from the ambience level so I could use it for other purposes in the meantime, simply to give me the chance to test it in other ways.
wanted to try it with alpha so animations could be placed on a plane and used in much same way as decals, if its dynamic then it can be set to rotate to always face player,nocol, spawned and destroyed etc.
Now that I have had the chance to play around with it a little would be better to have these shaders use an illumination map.
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