Lighting a Voxel World Realistically
- by sharethis
I am new to game development and never implemented a complicated (and realistic) lighting.
My game uses a 3d voxel terrain world (like Minecraft). To hold the data I use octrees. My goal is to render a more realistic world scene like in most voxel games. For that I want to use a bezier algorithm to round out the blocky world. Assume that I already have a large generated polygon of my terrain (or some of them).
I heard of some techniques like volumetric light, global illumination, ...
What approaches of a very realistic lighting are there for my "organic shaped" voxel game?