Let There Be Light!
I know I said in my last post that I’d be spending every 5th day on bugfixing and refactoring, but something deep inside me demanded that today we bash our heads against voxel lighting for 10 hours. Nevermind all the bugs that are exponentially increasing to the point that they’ve formed their own government, we’re doing lighting today! And so it was, that lighting was added to the voxel engine/editor thing.
What Did I Do Today?
Lights. 100% lights. For like, the entire day. I played around with a few different techniques and ultimately ended up building something pretty close to what is described in Seed of Andromeda‘s “Fast Flood Fill Lighting in a Blocky Voxel Game” post.
I also experimented with some shader stuff to go along with the new lighting system, but that’ll have to wait for another day. I’m pretty happy with the system so far, though I’ll be a lot happier once I optimize everything and implement multithreading. Let me know what you think of it so far, though!
And so on…
Pushing today’s build out was a lot of work. Half of the time the project wouldn’t even compile! Things are getting super brittle and I desperately need to take a day to refactor things and move some systems around. Tomorrow’s build likely won’t have any new features, but it should be a lot cleaner and more performant. I’ll see you guys then!