Time for some follow up
My next big thing to do was actually doing "ramps" .. and I am tinkering with this now for a very long time. As I use Baked AO - which is simple if a world only consists of cubes - but having ramps and corners heavily complicates that stuff.
I am actually not really working with cubes, but with Quads, and my geometry creation is basically a very big state machine, building the faces dependend on moore neighbourhood. The same neighbourhood is used to determine current light exposure and baked AO. Until before, the neighbour was either a block or not - now with ramps, things get more complicated, because the decision if a pixel is in AO or not depends not only if there is a block, but what type of block it is (ramp cube, corner ramp) and what direction that ramp is facing. So that's a LOT of things to code in a state machine ..
In the process I found that my old geometry builder was not suited well and so I refactored it from ground - it's now faster and easier to handle new sorts of block types. As you can see in the screenshot, I am not finished with the AO and there is still AO where the ramp meets the floor, where there shouldn't be AO. I am currently still thinking about different solutions to make this process less tedious than adding just another check in the creation and redo this for at least 8 other types .. uuuhm.
In an earlier prototype of this engine, I played around with SSAO - but the results were not satisfying - but I may give it another try, because it may solve other issues (like AO at trees, avaters, assets etc) - I am not sure if Baked AO is the way to go here. Baked AO on a 4vert Quad also has some visual drawbacks which are impossible to solve without increasing vertex count.
So it may take some time until I come up with a new video I guess, let's see if I can get a better SSAO to work, it would be pretty cool to have actually
So long - happy tinkering