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