![]() ![]() Our setup as of right now is described below, but I can't help but feel like there's got to be some better way to do this, and to achieve a better end-result as far as lighting/GI goes, though I'm at a loss because of our inability to "bake the scene" - everything is done procedurally (structures are runtime-created meshes/quads, etc objects are placed by the user etc). But the lighting, it continues to be a struggle! We can render thousands of high-variation agents and objects via DrawMeshInstancedIndirect and ComputeBuffers, can allow the player to build massive structures, etc. Most everything is good - except for lighting. During gameplay, the player will typically be viewing around and into their structure from an angle the structures have roofs but we hide them for the "current floor", so that the player may see into the structure to build / tweak their structures to be more efficient and better suited to the AI, etc. Our camera is relatively "freely controlled" by the player and it can tilt / orbit / translate. Players are able to freely build and destroy structures, change flooring and wall paint colors, build multiple stories, place objects, and the like - and AI agents/characters then interact with the built structure. ![]() We're building a fully-procedural management/tycoon style game in 3D. I apologize in advance for starting a thread with such a seemingly broad question, but I've searched high & low trying to find good (even just workable) solutions and I'm at the point where I feel like I might just be missing something.
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