DK2 used precalculated per-vertex lighting via vertex colors: https://www.reddit.com/r/gamedev/comments/hrz910/fake_lights_and_shadows_in_dungeon_keeper_2/ Something similar could be implemented, e.g. to get some cheap AO (#463). Things to consider: - torch lights influence - height differences (darker in "valleys", lighter on "peaks", esp. with #108) - exposure (more flat surrounding tiles means more ambient light) - distance from walls (gradual darkening near walls as simple ambient occlusion) - room type?
DK2 used precalculated per-vertex lighting via vertex colors: https://www.reddit.com/r/gamedev/comments/hrz910/fake_lights_and_shadows_in_dungeon_keeper_2/
Something similar could be implemented, e.g. to get some cheap AO (#463).
Things to consider: