First implementation of voxel maps will be without shadow casting.
There is an easy and fast way to provide shadows at the voxel granularity by grid-based raytracing.
Should this be part of the lighting code?
The voxel maps have been implemented in the engine, they will be available in the next release.
The "shadow maps" (voxel faces level) is now on the way.
First implementation of voxel maps will be without shadow casting. There is an easy and fast way to provide shadows at the voxel granularity by grid-based raytracing. Should this be part of the lighting code?