Creating a dungeon crawler game using three.js has been quite the learning experience. Initially, I opted for MeshBasicMaterial to ensure everything was uniformly visible in the dungeon. However, I wanted to experiment with adding bonus lights peeking through doorways or slits to enhance the atmosphere. Unfortunately, BasicMaterial doesn't allow for light effects, so I switched to Phong to test how lighting would affect the floor - only to find it turned completely black due to the lack of global light.
I'm now wondering if there's a way to retain the simplicity of MeshBasicMaterial while incorporating different colored lights. Since the dungeon is enclosed on all sides, using a massive global light source might not be viable as it could create unwanted shadows or color overrides on the ground.
While my main concern is the material properties, I'm also curious about how to prevent lights from passing through walls instead of being blocked by them. The walls in my game are basic 1x1x1 cubes generated by a mapping system.
https://i.sstatic.net/yTc2A.png