I added some fake ambient occlusion to try and remedy the visibility problems I've been noticing in areas of busy terrain. It's not real ambient occlusion but a post processing effect on the screen image. This is a premade script that I'm trying out, I don't have any experience with image effects.
Also the normal shadows are disabled here so everything is fully lit with just the AO adding shading in the corners. If I added shading to block faces based on direction it would be quite similar to minecraft and other voxel games' lighting. That may be an option for a lower graphics mode or for mobile if that becomes an option.
It helps discern where one block ends and a block on a lower level begins quite well. I'm satisfied with how terrain looks for now so I'll probably start moving on to gameplay code and AI soon.
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Also in this shot I've changed the terrain generation to avoid adding dirt and grass to steep slopes so there are more mountain faces and less of a blanket of grass over everything. |
Also the normal shadows are disabled here so everything is fully lit with just the AO adding shading in the corners. If I added shading to block faces based on direction it would be quite similar to minecraft and other voxel games' lighting. That may be an option for a lower graphics mode or for mobile if that becomes an option.
It helps discern where one block ends and a block on a lower level begins quite well. I'm satisfied with how terrain looks for now so I'll probably start moving on to gameplay code and AI soon.
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Voxel Dwarf Game