Using CAGE to develop a third person shooter as more extensive exercise of its capabilities. Been fixing bugs and adding features as I go. Using components, messaging, and LUA scripts to drive weapon, pick up, enemy, and player behavior. Forgive the frame rate, I’m doing a stress test, adding a variety of high detail characters and point lights to every pick up. That actually didn’t have an effect on performance until I started using a shadow casting, point light which requires six passes to render each section of the shadow map atlas. Multiple shadow maps for directional and spot lights can be used at once using this approach. The environment is very simple programmer art but it’s a good test for shadows. Need to implement occlusion culling.