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SoA - Fast Flood Fill Lighting in a Blocky Voxel Game: Pt 2

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We have learned the basics of voxel light propagation, but we have not yet covered the special case of sunlight. Assuming that you are using cubic chunks, how do we determine if a block is in sunlight or not? How do we deal with sunlight coming from unloaded chunks? First lets worry about propagating the sunlight. Unlike torchlight, sunlight rays should propagate downward from the top of our voxel world. We should propagate sunlight even if it is night time (I will cover how to do Day/Night cycles below). All air blocks that have a direct line of sight to the sky should have the maximum sunlight level (16). Because we don't want sunlight to conflict with torchlight, sunlight should be stored separately. Luckily, we showed how to do this in part 1 using bitwise operations. Like with torchlight, we will also need a BFS queue for calculating the basic propagation. std::queue sunlightBfsQueue. After generating a chunk, we need to calculating sunlight. The sunlight gener

SoA - Fast Flood Fill Lighting in a Blocky Voxel Game: Pt 2 20 captures 10 Sep 2015 - 23 Nov 2025 Aug SEP Oct 10 2014 2015 2016 success fail About this capture COLLECTED BY Organization: Internet Archive The Internet Archive discovers and captures web pages through many different web crawls. At any given time several distinct crawls are running, some for months, and some every day or longer. View the web archive through the Wayback Machine . Collection: Wide Crawl Number 13 Web Wide Crawl Number 13 TIMESTAMPS The Wayback Machine - https://web.archive.org/web/20150910103315/https://www.seedofan

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