Godot Version
4.6
Question
image description: Illustrating different lighting approaches, edited based on what I already tried implementing
I’m looking for a way to implement a lighting engine similar to the “Ideal Lighting” in the picture.
I’ve tried the Godot’s embedded light system but it didnt turn out how I’d like.
I’ve also tried a floodfill lighting algorithm (similar to terraria) and it turned out good, but it became hard to optimize (there are lots of moving lights)
Is there any other approach I could use to achieve lighting as close as possible to the ideal lighting example, or even the floodfill lighting one?
