Boy, adding support for shadows into an existing multi-platform 3D engine with tons of features isn't exactly easy. But I think I've now nailed it down. To make it work with a real-world example, I implemented this into the PostCollapse
game. And - altough they are very simple shadows without any fancy features to make it run on as many systems as possible - it looks pretty nice! See this comparison for example:
Also, since that game has a lot of moving vegetation, you see shadows on walls of buildings quite a lot:
Going to update the Steam version with this feature in the next weeks. Adds a lot to the atmosphere, I guess. Merging this into the CopperCube Game engine should now be a piece of cake. But let's see.