- Edited
Im playing with the Godot voxel engine. I have a fixed isometric camera.
Each voxel is a billboard like this:
When I put them all together into a 3D mesh they look like this (which Im happy with):
But I would like to have a torch effect in game so when I move the torch around it lights up near by voxels. Unfortunately the lighting ruins the 2.5 D effect by revealing that each voxel is a billboard because you can see that the floor is not flat. (I am using normal maps)
I tried changing all the voxles to actual cubes but then when I add lighting
it betrays that my voxles are actually perfect cubes and not intricately shaped blocks of dirt. (As you can see by the dark perfectly square shadows)
Can you guys think of anyway I can do lighting without revealing the underlying geometry of each voxel?