Currently I have something similar to Minecraft's lighting in my dynamic world, which I am considering rewriting yet again to fix issues related to chunk/region borders and performance issues when lights or voxels change...
But wondering if there are any other practical options? In the past I have mostly just used whatever the engine provided, and even that often had a lot of caveats that are not suitable here (slow/expensive light map creation process, a limit on dynamic lights in an area, no support for day-night cycles, little/no indirect lighting, etc.) so not really sure if there is much better out there.
At the very least a fairly comprehensive explanation of the minecraft style voxel lighting would be nice (how to minimise how much needs to be recalculated, how to handle chunk boundaries without issues, etc.), but if there is a generic lighting system these days I am much more inclined to put effort into implementing/integrating that since I really would like angled lights (rather than only vertical sunlight for example), full colored lighting, dynamic/moving lights, etc.
My main concern with just going straight to shadow mapping etc. is the potentially large number of light sources in each region, and the relatively large area covered by a single draw call, since it currently groups and batches by texture, but that results in each draw call being fairly spread out, with many having a very low "density" faces, and with the majority of faces behind hidden behind something, whereas with non-voxel games with BSP and such the engines seemed very capable of only rendering local/visible stuff, and not things hidden behind walls etc..