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Introduction to Devlog Directx12 Project Cascade Shadow Mapping

A demo of prisma engine that uses clustered shading to run 1000 lights simultaneously, with A terrain renderer, programmed in direct x, using nvidia physx. In c++. Demo shows DirectX 12 Animated Meshes with Clustered Shading and Omnidirectional Shadows Apologies for the mic volume; didn't notice until it finished rendering :P The source code for the You can find the source code of Castor3D on github:
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[Devlog] DirectX12 Project - Cascade Shadow Mapping
#DevLog[2] Added Cascaded Shadow Mapping
Graphics Engine - Cascade Shadow Mapping (CSM)
DX12 Shadow Mapping 1
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Last Updated: June 2, 2026
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![[Devlog] DirectX12 Project - Cascade Shadow Mapping](https://ytimg.googleusercontent.com/vi/0_6SBgFWlvk/mqdefault.jpg)
![#DevLog[2] Added Cascaded Shadow Mapping](https://ytimg.googleusercontent.com/vi/PT4RTldmVqc/mqdefault.jpg)

