point-light-shadows

Implement omnidirectional point light shadows with cube map depth textures in SDL GPU projects.

Updated Aug 27, 2026
One-click install
npx skills add https://github.com/RosyGameStudio/forge-gpu --skill point-light-shadows
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: point-light-shadows
Source: https://github.com/RosyGameStudio/forge-gpu/tree/main/.claude/skills/point-light-shadows
Command: npx skills add https://github.com/RosyGameStudio/forge-gpu --skill point-light-shadows

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill enables the rendering of realistic shadows from omnidirectional point lights in 3D scenes, enhancing visual depth and realism.

Core Features & Use Cases

  • Omnidirectional Shadows: Renders shadows from point lights that cast light in all directions.
  • Cube Map Depth Textures: Utilizes cube maps to store depth information for efficient shadow sampling.
  • Use Case: Integrate this Skill into a game engine to make light sources like torches or explosions cast dynamic, accurate shadows on the environment and other objects.

Quick Start

Use the point-light-shadows skill to add omnidirectional shadow mapping for point lights to your SDL GPU project.

Frequently Asked Questions about point-light-shadows

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I render omnidirectional shadows for a point light in SDL GPU?▼

Omnidirectional point light shadows in SDL GPU are rendered using cube map depth textures to store depth information, requiring specific render passes and pipeline configuration to sample shadows accurately in real-time 3D scenes.

What is the best way to store depth information for point light shadows?▼

Storing depth information for point light shadows is best handled using cube map depth textures with linear depth storage, enabling efficient omnidirectional shadow sampling from localized light sources in real-time rendering scenarios.

Does SDL GPU support cube map depth textures for dynamic shadow rendering?▼

SDL GPU supports cube map depth textures for dynamic shadow rendering, providing the necessary API for texture creation, render passes, and pipeline configuration to handle linear depth storage and cube face rendering.

Can I use this point light shadow implementation for localized light sources like torches?▼

Point light shadows can be integrated for localized light sources like torches or explosions, casting dynamic and accurate omnidirectional shadows onto the environment and other objects within a 3D game engine.

Why do point light shadows require cube face rendering in real-time graphics?▼

Point light shadows require cube face rendering because omnidirectional lights cast shadows in all directions, necessitating a cube map to capture and store depth information from every angle for accurate shadow sampling.

What are the limitations of using cube maps for point light shadow mapping?▼

Cube maps for point light shadow mapping require handling linear depth storage and multiple cube face render passes, which can increase computational overhead in real-time rendering scenarios with numerous dynamic localized light sources.