70 ms is good, but not perfect
Phew, after abusing the heck out of the lighting engine and rewriting the light propagation code to be asynchronous, it now only takes 70 ms to recalculate the sky color on my computer. It was three seconds when I started, so this is some 42 times faster.
That’s ok. It’s not perfect, but it’s ok. The next step is to split the lighting code out into a separate thread. I’m fine with the game taking one tenth of a second to calculate the lights, but it can’t stall the game while doing so.
I think this is going to work!