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
- Voxel-level ambient occlusion optimization bits generation via compute shader38 days ago
- Image rotation via shearing43 days ago
- Rotation without rotating44 days ago
- Voxel volume mipmaps generation via compute shader45 days ago
- Dynamic global illumination methods57 days ago
- More ambient occlusions optimizations84 days ago
- Procedurally generated grooved, cracked brick blocks87 days ago
- Procedurally generated cobblestone blocks with surface indentations87 days ago
- Procedurally generated mortar grooved brick blocks88 days ago
- Testing other colors of procedurally generated mushrooms91 days ago
Comments
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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.