So currently I have a game engine that stores lighting information for each voxel. The lighting information stores a lighting value from 0x0 to 0xf. Currently, I am trying to find a good method to calculate ambient occluded lighting for each voxel so that I may used pre-calculated lighting rather than realtime.
The engine creates cubes at each voxel in which the lighting value multiplies the colors of the textures on them by the value.
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At least that's how I would do it, some kind of script that you can use within a package, it would allow you in the end to play around with some more advanced effects.