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Voxel lighting – 0 FPS

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Been a long time since I’ve written anything here. Lately I’ve been working on a new multiplayer WebGL voxel engine for codemao (an educational platform to teach kids programming via games). It’s not live yet, but a bunch of neat ideas have come out of this project. In this post I want to talk about the lighting model and share some of the tricks which were used to speed up processing. Conceptually the basic lighting system is similar to the one used in Minecraft and Seed of Andromeda with a few small tweaks. For background information, I would recommend the following sources: This post describes some extensions and optimizations to the basic flood fill lighting model proposed by Ben Arnold. In particular, we show how to adapt ambient occlusion to track a moving sun, and how to improve flood fill performance using word-level parallelism bit tricks. Flood fill lighting is an approximation of ambient occlusion where lighting values are propagated using a breadth-first search along t

Been a long time since I’ve written anything here. Lately I’ve been working on a new multiplayer WebGL voxel engine for codemao (an educational platform to teach kids programming via games). It’s not live yet, but a bunch of neat ideas have come out of this project. In this post I want to talk about the lighting model and share some of the tricks which were used to speed up processing. Conceptually the basic lighting system is similar to the one used in Minecraft and Seed of Andromeda with a few small tweaks. For background information, I would recommend the following sources

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