Per voxel ambient occlusion lighting
Hantverk'n » Devlog
I'm planning on having voxels which are 1/8 of a square meter each in size, so I can't afford slow ambient occlusion (smooth gradations) calculations per ray marched into the scene, so I've decided on ambient occlusion where each voxel gets solid shaded based on its ambient occlusion value.
Hantverk'n
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
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