Miscellaneous Updates
Hantverk'n » Devlog
I'm currently working on moving the voxel volume level of detail mip map generation and voxel ambient occlusion adjacency bit optimization pre-calculations into compute shaders for much better performance over being done in C++ (in a single thread). I'll post a video when that's finished. After that, I'm going to work on dynamic lighting. In the meantime, here's a screenshot of tweaked cobblestone and mossy blocks. (Cobblestone also now tiles correctly with blocks of size 4x4x4 voxels or larger.)
Hantverk'n
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
More posts
- More ambient occlusions optimizations15 days ago
- Procedurally generated grooved, cracked brick blocks18 days ago
- Procedurally generated cobblestone blocks with surface indentations18 days ago
- Procedurally generated mortar grooved brick blocks19 days ago
- Testing other colors of procedurally generated mushrooms23 days ago
- Procedurally generated mossy cobblestone block49 days ago
- Procedurally generated cobblestone blocks (preliminary)49 days ago
- Procedurally generated mossy stone brick blocks51 days ago
- Fixed level of detail voxel mip map "bleed"52 days ago
Comments
Log in with itch.io to leave a comment.
Awesome, looks great!
Thank you!
I'm considering adding block types with surface grooves (mortar lines) and indentations (darker spots in cobble stone or cracks in cracked stone blocks) where it would look good.
That would be cool.