Looks neat! You can check out Re:creation and ping Elias, he's not so long ago implemented his own shadow system.
Thanks! As it looks like, Elias' system works with vertex arrays to stretch the shadow instead of rotations, which is better. However, the system just works well for small sized shadows. At least in my engine the z-ordering would give strange results if I render the shadows of big objects (as regular entities) and than have some smaller entities walking "on" that shadow.
Here is how it could look:
The shadow is drawn flat on the ground and thus drawn always behind objects that walk on it. Looks okay.
The shadow is rendered as an regular entity with z-ordering. This looks weird in some situations.
It would be better if the shadow would affect the dude walking on it somehow, but not as awkward as in the second pic.
Best! But I'll have to think about how to implement it.
A lot depends on whether you need dynamic lighting that your shadows must respond to. Or if you want a day-night cycle.
Thats true. Hand drawn shadows seem not to be an option at all. I fact, i'm currently using an altered version of Let There Be Light 2 to have dynamic shadows during nighttime. My plan is to disable this lightning during daytime and draw dropshadows according to the above approach. Those dropshadows may move from left to right, that shouldnt be the problem at all. Dropshadows are not drawn during nighttime.