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Any planned voxel based GI / occlusion system?

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Hi there, love your game!

I feel that the lighting, whilst being beautiful already, can be further complimented with some form of a GI system. Of course I'm not talking full specular & diffuse propagation, it could even be a lighting occlusion system. And due the the voxel resolution I feel that this is a viable path, and relatively lightweight to compute over frames.

I'm just guessing. Currently the lighting occlusion system seems be to be biome based (Height or some form of concavity detection) which works great for ambient lighting, but IMHO the transition feels unnatural and inconsistent, and I feel that the gi system I proposed would help prevent these issues.

Thanks for reading, keep doing the awesome work! :P

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