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Extend the Lighting module with a per-cell lightmap. LightmapBuilder (pure, tested) fills an ambient base, shades occluder cells, and adds point lights that attenuate with distance and are blocked by occluders between source and cell (grid-traced soft shadows). Lightmap holds the grid plus a greyscale texture (Upload) and a bilinear SampleAt for the simulation; a PointLight component places lights in the world. LightmapSystem rebuilds the grid a few times a second (ambient from the day/night cycle with a night floor, occluders from a game-supplied grid, point lights from the ECS); LightmapRenderSystem multiplies the lightmap over the world after the sprite flush and under the HUD. Wired via scene.UseLighting(...), sampled through Lighting.SampleAt. Docs updated. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>