holy shit dude look at how much more dramatic caves look now when you stick a light in em!



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holy shit dude look at how much more dramatic caves look now when you stick a light in em!
just to be clear: this lighting doesn't use any realtime raytracing technology or gpu compute buffers or anything like that. in fact it doesn't use the gpu *at all*
you could have this lighting while running the game on a literal potato. i could run this on my 2012 laptop (that's my acceptable performance target)
changed direct lighting in block game so it can be progressively performed over multiple frames, which means i can allot a fixed time budget per frame for it
shown here artificially slowed down and with indirect light hidden to show the process more clearly
i still have some small optimizations to do to direct lighting and small bugs to fix (literal corner cases agghhh!! 😫) and i'll probably tweak the lighting colors and skybox a bit here and there but i'm considering the lighting system done now and i'm excited to move on to adding more *stuff* to the game
someone asked what the caves look like with the different light layers so in this post and a couple replies imma post screenshots from the same cave earlier with direct + indirect, direct only, and indirect only light
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