I couldn’t resist the urge to implement the so-called smooth lighting which is also used by other voxel worlds. Basically it is an interpolation of the lighting values that gets received by a vertex. At first, I implemented some very slow naive algorithm, but I soon discovered the splendid article on Ambient Occlusion from 0fps. It also explains how to correctly interpolate your lighting values. The added benefit is that you get ambient occlusion for free. It looks really nice, and realistic in a scary way.