Although the Nintendo 64 game console has become an “absolutely outdated graphics” era in the eyes of many people, because its graphics processor (GPU) directly dates back to the best version provided by SGI in the 1990s, it also supports a series of modern functions, including dynamic shadows. In a simple demonstration, [Lambert James] demonstrates how to use this function.
As seen in the demo video (link after break), this demo features a single dynamic light that casts shadows under the central object in the scene, and the monkey object floats around and casts its own shadows (rendered to the auxiliary frame buffer). Then, the auxiliary buffer is mixed into the main buffer, as described in [itzwar] on at / R / programming on reddit.
This actually means that the main scene uses shadow volume, which is widely used in doomsday 3. The main reason why N64 does not use shadow volume in the whole scene is that it will limit the shadow casters (objects) in the scene. For example, convex faces are required, and overlapping may lead to defects and failures.
Doom 3 will solve this problem by using a stencil buffer that will further improve the basic dynamic lighting support on the N64 and eventually produce the exquisite video game graphics we have today. There is no doubt that in the next decade, it will be completely outdated as usual.