Thank you for the response. This does indeed sound like a great solution and would give a game a cutting edge appearnce to set it apart from others. I have one more question. Is the source code or concept documented well enough it might be possible to implement a low resolution implementation (say navigating a low resolution array) on the CPU while using the beautiful version for the GPU? I already have a simple Terraria style flood fill algorithm which is drastically less pretty than your system (monochrome, pure block, no penumbra, etc), but there is a single advantage, which is the game is aware of how much visibility is occurring so things like line of sight can be implemented. Even a low resolution version would likely suffice for game play purposes, but if I implement a completely different algorithm it would have a huge disconnect. Regardless, I'm looking to pick this up in a bit when money is a bit less tight.