Prototype / proof of concept voxel ray marching
Hantverk'n » Devlog
I'm working on a voxel rendering engine written in C++ for a video game I'm planning on writing. Here is a prototype / proof of concept voxel bunny rendered with the Vulkan graphics API and glsl fragment shader using digital differential analyzer algorithm powered ray marching.
Hantverk'n
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
More posts
- Voxel-level ambient occlusion optimization bits generation via compute shader22 days ago
- Image rotation via shearing27 days ago
- Rotation without rotating28 days ago
- Voxel volume mipmaps generation via compute shader29 days ago
- Dynamic global illumination methods41 days ago
- More ambient occlusions optimizations68 days ago
- Procedurally generated grooved, cracked brick blocks71 days ago
- Procedurally generated cobblestone blocks with surface indentations71 days ago
- Procedurally generated mortar grooved brick blocks72 days ago
- Testing other colors of procedurally generated mushrooms76 days ago
Leave a comment
Log in with itch.io to leave a comment.