After experimenting with creating levels in the Source Engine a few months back, I got curious about how Source handled it's lighting. After doing some research on the subject, I found out about how Lightmaps work, which is a method of calculating lighting in 3D graphics using raytracing methods.
This is an entire lighting-rendering simulation that’s designed to replace Roblox’s or add onto it. This is done by diving every surface into a grid. The color of each grid box in that grid is then calculated based on raycasting to light sources. Based on if those rays hit another object on their way to the light source, different lighting calculations are then executed.
Lighting is only rendered once throughout the given scene and is not dynamic. This could be useful for people on lower-end hardware which have a considerable performance impact by Roblox’s real-time lighting and shadow options. Baked Lighting still allows realistic shadows and diffuse lighting regardless of the user’s processing power.
Soft shadows can also be rendered by either interpolating the color between two tiles, or using a texture.
Real-time lighting though is also possible using only this system, but requires the lighting simulation to processed each frame.