Currently MLDB is not under active development, because I found serveral problems:
-
The storage size of multiple lightmaps - We must find out some high-efficiency compression method to store the lightmaps, or we’ll have a huge .umap file. (e. g. A video codec - some crazy idea :p)
-
The light building time is way too long - This is the critical problem.
So, now I have devoted most of my time to develop the solution for the second problem:
– GPULightmass