I created a Voxel Light Simulation in Google Sheets.
Yup, it's exactly what it sounds like. It uses a similar algorithm to Minecraft and is probably the most basic method of rendering light in voxels I've ever seen.
However why I found it interesting was that I'm not just adding every value around a tile, intead I had to find the highest value of the four adjacent tiles, subtracting the dropoff rate (5 in this case), and inheriting the result as that tile's value. If I had used the sum of all four tiles then the values would get exponentially larger with each step.
Here is the link, just make a copy of the sheet if you wanna edit it:
Viewer Access Here!
Yup, it's exactly what it sounds like. It uses a similar algorithm to Minecraft and is probably the most basic method of rendering light in voxels I've ever seen.
However why I found it interesting was that I'm not just adding every value around a tile, intead I had to find the highest value of the four adjacent tiles, subtracting the dropoff rate (5 in this case), and inheriting the result as that tile's value. If I had used the sum of all four tiles then the values would get exponentially larger with each step.
Here is the link, just make a copy of the sheet if you wanna edit it:
Viewer Access Here!
