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
- Overhaul of buffer use in voxel engine7 days ago
- Tetahexacontree 4x4x4 Occupancy Bitmasks Lookup Table19 days ago
- Voxel-level ambient occlusion optimization bits generation via compute shader60 days ago
- Image rotation via shearing64 days ago
- Rotation without rotating66 days ago
- Voxel volume mipmaps generation via compute shader67 days ago
- Dynamic global illumination methods79 days ago
- More ambient occlusions optimizationsAug 30, 2024
- Procedurally generated grooved, cracked brick blocksAug 27, 2024
- Procedurally generated cobblestone blocks with surface indentationsAug 27, 2024
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.