Originally posted by Bobboau
I just realised something that's gona make things a lot harder, evey ship both casts and receives shadows - from it's self - wich means I can't do a check to see if there is nothing behind or in front of it. I will still be able to get rid of things that are too far away to be seen easily and a lot of subobjects, but this is going to make things hurt more than I thought it was going to.
I'm not sure what limits have you already placed in, but as a start, could you make it so that fighters don't cast shadows on each other at all?.
As I see it shadows have sense when casted from capships/big objects on other capships/big objects, on themself and on fighters/small objects, and from fighters only on capships/big objects.
Other useless shadows are probably those generated by fighters out of lod0 distance, and for all the ships all the shadows on lod 3 and all the shadows on lod1 and 2 except those generated by big objects, all the self shadows for lods different than 0 (lod1 for the big objects).
For fighters with shadows from big objects on them you could probably simply just turn on/off the light when lod is different than 0, and do the same for medium objects when lod is different than 0 or 1 (with the above limits they would have shadows only from big objects).
Finally, you could make it so that if a small object has shadows from a bigger ship it doesn't project shadows at all, but I like more what WMC proposed:p. It still remains the problem of partial shadows (i.e big ships partially obscured which should project a partial shadow)
BTW, as it is obvious it'd be better to have those limits setted in a function rather than categorizing the type of objects/lods, but I'm not a coder:p