Miscellaneous Updates


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.)


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.