Here we have fully working lighting support. We have a shiny sphere, and a more matte (though still lit) cube. The bright white spots represent lights in the scene.. though in this screenshot, they’re not colored the same as the light they’re emitting. They’re just for debugging that light is actually coming from the right spots. This is now all being done through the proper VectorStorm API, and while there’s still a fair amount of optimisation work to be done, it’s now functional, and optimisation work should happen entirely inside the engine, without requiring changes to client code.
With this tech in place, I’m now ready to resume proper game development again. But more on that tomorrow!