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seen Sep 2 '13 at 2:27

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Jan
26
revised Telling which side of a voxel was hit by an object
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Jan
26
comment Telling which side of a voxel was hit by an object
However, the player's box is not a cube, so the max-distance isn't necessarily the collision direction. This is what I put in originally, and it does not work.
Jan
26
asked Telling which side of a voxel was hit by an object
Nov
4
comment How can I implement voxel-based lighting with occlusion in a Minecraft-style game?
What about a "lip" that hangs over, how does light get up there? How does light travel in an upward direction? When you only go top-down, then you cannot go back upwards to fill in overhangs. Also torches/other light sources. How would you do this? (they could only go down!)
Nov
3
comment How can I implement voxel-based lighting with occlusion in a Minecraft-style game?
Wait, so how exactly does Minecraft do it? I couldn't get exactly what you were saying... What does "every layer is gathering light from neighbor voxels in the previous layer with attenuation" mean?
Nov
3
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Nov
3
accepted How can I implement voxel-based lighting with occlusion in a Minecraft-style game?
Nov
3
answered How can I implement voxel-based lighting with occlusion in a Minecraft-style game?
Oct
31
comment How can I implement voxel-based lighting with occlusion in a Minecraft-style game?
I am storing them in a array of "Blocks", and a Block consists of a enum for material, plus a metadata byte for future use.
Oct
31
revised How can I implement voxel-based lighting with occlusion in a Minecraft-style game?
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Oct
31
revised How can I implement voxel-based lighting with occlusion in a Minecraft-style game?
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Oct
31
comment How can I implement voxel-based lighting with occlusion in a Minecraft-style game?
I did my math wrong. Sorry :P. Changing. But the reason why you need to go though so many is you have to "bubble out" from every block until you hit a light level greater than the one your setting. That means every block might get overwritten 5-10 times before it hits actual light level. 8x8x128x5 = a lot
Oct
29
asked How can I implement voxel-based lighting with occlusion in a Minecraft-style game?