2
votes
1answer
157 views

How to solve artifacts caused by vertex lighting in my voxel engine?

My current lighting system bakes the light amount based on ray-tracing from the light source to the 8 corners of the block (so per-vertex) and the distance to the light on the blocks. It works ...
1
vote
2answers
516 views

How does Minecraft compute lighting for it's non-block objects?

I was wondering how the creator of Minecraft went about lighting the objects (player and pickaxe) based on the lighting level around the player. I have implemented the ability to light the blocks ...
3
votes
3answers
710 views

How can I change this isometric engine to make it so that you could distinguish between blocks that are on different planes?

I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between ...
12
votes
4answers
2k views

How can I implement voxel-based lighting with occlusion in a Minecraft-style game?

I am using C# and XNA. My current algorithm for lighting is a recursive method. However, it is expensive, to the point where one 8x128x8 chunk calculated every 5 seconds. Are there other lighting ...