Thanks again

The sourcecode is now available on Java4K !!! I Hope it works fine and can help !
This style of game and the aiming mode is inspired by the game named
Voxatron from
Lexaloffle.
But yes, it needs training. Perhaps the difficulty is also due to the speed of enemies ?
A little explanation on the rendering pass :
The size of the voxelbox is 1024*29*1024, but the frustum fits in 168*29*168.
Actually, there are not so much voxels in the lighting pass.
The culling works like this :
- For each 2D screen column (168)
- Find all visible voxels for this column (2D raycasting through Y-- and Z++ axis for each row of this column)
- Sort the result list back-bottom to front-top
- for each voxel in the sorted list
- If the voxel is in the light (distance to light)
- Process lighting (illumination - shadow (3D raycasting) - ambient occlusion)
- Render the voxel
- If not do nothing
The rest is in the sourcecode

About the way of fitting all this in 4K, it was the job of a script applying :
JARG + Proguard + pack200 + finding the best final gz between gzip and BJWFlate + DeflOpt (2 minutes each time I wanted to verify the result)

Et voilà !