Blockland Forums > General Discussion
Who chose to use per-pixel lighting?
Brian Smithers:
where did he get this idea from? (probably not but maybe idk)
Also: Per-Pixel is prettier.
Also: Blockland - wait for it - doesn't use voxels!
Acerblock:
How the hell did you come up with the assumption that Blockland uses voxels?
chrisbot6:
Some points:
Voxel Lighting Systems == Voxel Game Engine
Voxel Lighting Systems =/= Standard Game Engine
Minecraft == Voxel Game Engine
Ace Of Spades == Voxel Game Engine
Blockland =/= Voxel Game Engine
Per-Pixel Lighting > Voxel Lighting
Treynolds416:
--- Quote from: Brian Smithers on May 25, 2013, 12:38:58 PM ---where did he get this idea from? (probably not but maybe idk)
--- End quote ---
I am 100% sure this is where he got the idea from, there is absolutely no doubt in my mind
chrisbot6:
If anyone needs more detail on this subject, I beleive Blockland uses an Oct-Tree for it's brick grid. E.g: one of these:
If the picture is unclear, think about it like this: When you start blockland with an empty map, the brick grid is made up of only one square. When you place a brick, this square is devided up exactly 8 smaller squares, the one which the brick is in deviding into exactly 8 smaller squares, the one which the brick is in deviding into exactly 8 smaller squares, the one which the brick is in deviding into exactly 8 smaller squares, the one which the brick is in.... etc. Think about how the trench mod does it.
Until you have an area in the grid where it has split into squares small enough to put the brick into.
When you remove bricks a similar thing happens. Clearing bricks will reset the grid back into a big theoretical square. This means there is much less memory needed to run Blockland.
It also makes a lighting inplamentation that uses the brick grid inpractical and unneeded.