Hey everyone, today we spent a bit of time working on ambient occlusion and self illumination. What is Ambient Occlusion? AO is a technique used to create surface shadows similar to how they would be in real life. In the image below, you can see at the base of the dirt it is darker where it meets with another voxel on a different angled vertex. That shadow and its diffusion is AO and makes the game more visually pleasant. What is self illumination? It's a rendering technique to make certain textures look illuminated by excluding them from shadows. This didn't take too long to implement compared to getting ambient occlusion to work, which was a bit of a head ache. Anyway, you can see it's working now! Looks great IMO.