Global/Indirect Lighting for Large Procedurally Generated Buildings

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  • 3DWorld

    3D Procedural Game Engine Using OpenGL

  • If you're curious I have my attempt here: https://github.com/fegennari/3DWorld/blob/master/src/building_lighting.cpp

  • penumbra

    2D lighting with soft shadows for MonoGame (by discosultan)

  • I do my urban interior lighting in 2D layers. It's pretty similar to what Penumbra does but on a floor-by-floor basis with minor extras to change extrusion based on azimuth. Alongside the light-color I LOGIC_OP_OR a light ID bit into a RGBA32_UINT target (so 1 target per 128 lights) so that I can do a Drobot style light bucket walk (slide 15).

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