In Roblox handling unilluminated regions efficiently is weird, especially if you want dynamic interaction with lights and objects.
One approach is to discretize your world into a voxel grid or chunks. Each voxel can store a simple light value or a binary “illuminated/unilluminated” flag. You can update these values incrementally when lights move or change intensity instead of recalculating the whole scene every frame…
For fitting objects into dark spaces, you can combine the voxel grid with a simple spatial query. For example mark clusters of contiguous dark voxels and check bounding boxes against those clusters. This reduces expensive raycasting across the entire scene. To account for illumination thresholds, store light intensity per voxel and treat anything below a certain value as dark so you can dynamically adjust when lights fade or objects cast shadows.
local voxelSize = 4 -- size of each voxel
local threshold = 0.2 -- light intensity threshold for "dark"
local grid = {} -- grid[x][y][z] = lightLevel
-- initialize a 10x10x10 grid with random light values
for x = 1,10 do
grid[x] = {}
for y = 1,10 do
grid[x][y] = {}
for z = 1,10 do
grid[x][y][z] = math.random() -- light intensity between 0 and 1
end
end
end
-- check if a voxel thingi region is "dark"
local function isDark(x, y, z)
return grid[x] and grid[x][y] and grid[x][y][z] and grid[x][y][z] < threshold
end
-- check if an object can fit in a dark space (bounding box in voxels ofc)
local function canFitInDark(x, y, z, sizeX, sizeY, sizeZ)
for i = x, x + sizeX - 1 do
for j = y, y + sizeY - 1 do
for k = z, z + sizeZ - 1 do
if not isDark(i, j, k) then
return false
end
end
end
end
return true
end
-- example
local startX, startY, startZ = 2, 2, 2
local objSizeX, objSizeY, objSizeZ = 2, 2, 2
if canFitInDark(startX, startY, startZ, objSizeX, objSizeY, objSizeZ) then
print("Object can fit in this dark region")
else
print("Region is too bright or blocked")
end
This script shows the basic idea of a grid stores light intensity, voxels below the threshold are dark and you can check if a space is contiguous and dark enough to fit an object!
Dynamic lights can be handled using a localized update strategy. When a light moves only update the voxels within its effective radius.
For performance, consider approximating light falloff rather than computing per-pixel illumination. You might also cache “dark regions” per chunk and refresh them on-demand when nearby lights change which avoids global recomputation.
This approach balances theoretical accuracy with Robloxs runtime limitations. The grid resolution and chunk size are key tuning parameters. Too coarse and you lose fidelity for object placement, too fine and you start hitting memory and update overhead.
Hope it this project works out well!!!