I'm rather impressed with the demonstration videos of the SunBurn engine I've seen. Can anyone tell me whether SunBurn's lighting automatically takes into account parts of the level and intervening objects which would obstruct a light source, partly or entirely? An example would be a level with two parallel corridors separated by a wall, with a large radius point light in one of them and the camera in the other. The scene should be dark (there's a wall in the way of the light), but vanilla XNA shader code would render both corridors as lit as far as the point light range extends.
One might argue that I'm asking about shadows rather than lighting, and I suspect that may be true, but I thought I'd best ask the question this way around just in case.
With respect to shadows cast by objects, what are the practical limits on such when using SunBurn's deferred rendering, especially per light? I'd like to use SunBurn with deferred lighting to render a cluttered indoor level with a few dozen lights in various rooms and corridors, all casting appropriate shadows and obeying intervening walls and the like. I'm wondering whether it can do this sort of thing out of the box or if competence is required to make it so and engage.
Thanks and all the best,