Why no Java? :p At any rate, looking very nice enjoyLuke!!
I know I know.. I'm the black sheep in this thread.. :|
You should try variance shadow mapping. It's really easy to implement, good quality and faster than PCF with same quality. This also usually give you change to use smaller shadow map textures.
I implemented it for open gl es and performance is great even with android. I use (256x256)^2 shadow map(128 look ok too) with 9x9 kernel gaussian blur pass.
I will definitely take a look at that, thanks. It's not my priority for the moment, so I'll have to endure my shadows a bit longer.
Can definitely see the influence from CS on your score screen Luke Are you planning on showing the fps for each player, or is it just for debugging?
You are very much correct sir!
CS is my influence all over. And yes, I am actually planning on showing the fps for each player.