Wondering if it's viable to improve on minecraft's lighting systemMaybe have lighting be a decimal number and take into account diagonals for light propagation?
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Wondering if it's viable to improve on minecraft's lighting system
Maybe have lighting be a decimal number and take into account diagonals for light propagation? ๐ค
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Wondering if it's viable to improve on minecraft's lighting system
Maybe have lighting be a decimal number and take into account diagonals for light propagation? ๐ค
i mean i have done screen space global illumination before
maybe i can apply that knowledge to this game (minus the screen space) ๐ค
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i mean i have done screen space global illumination before
maybe i can apply that knowledge to this game (minus the screen space) ๐ค
the problem i'm having thinking about this is that the way minecraft does lighting is arguably *already* a crude approximation of global illumination, where each block basically counts as a light probe
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the problem i'm having thinking about this is that the way minecraft does lighting is arguably *already* a crude approximation of global illumination, where each block basically counts as a light probe
it may be enough to simply take minecraft's lighting model but instead of having it propagate in an octahedron shape actually calculate the proper distance to the light source
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it may be enough to simply take minecraft's lighting model but instead of having it propagate in an octahedron shape actually calculate the proper distance to the light source
@eniko Maybe even approximating it by computing true diagonal distances between adjacent blocks will be enough?
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@eniko Maybe even approximating it by computing true diagonal distances between adjacent blocks will be enough?
@lisyarus that's what i was considering at first
but i think you might get a better result by tracing rays from each block to each light source and storing the highest illumination
then doing face to face bounce light
but certainly this would be much, much harder
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@lisyarus that's what i was considering at first
but i think you might get a better result by tracing rays from each block to each light source and storing the highest illumination
then doing face to face bounce light
but certainly this would be much, much harder
@eniko It's just that true distances are orders of magnitude harder, so maybe try the simple thing first and see if it works?
Just hoping you don't nerdsnipe deep into GI and burn out one week after the project started ๐
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@eniko It's just that true distances are orders of magnitude harder, so maybe try the simple thing first and see if it works?
Just hoping you don't nerdsnipe deep into GI and burn out one week after the project started ๐
@lisyarus yeah i might try and see how block-to-block with diagonal distance works out first
i just don't like that doing this has light walking around corners, you know?
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@lisyarus yeah i might try and see how block-to-block with diagonal distance works out first
i just don't like that doing this has light walking around corners, you know?
@lisyarus so ive got it working and this is the pattern it creates. it's a bit better than the diamond but, idk?
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