Previous folly and finally success
Hantverk'n » Devlog
So my previous attempts to reduce voxel world space coordinates to a unique set for voxel lighting passes was complete folly due to my ignorance of shader programming and not being able to find useful information online.
This video showed me exactly what I needed to know: frozein@Youtube - Adding RAYTRACED LIGHTING to my Voxel Engine
[I've delete my devlog folly entries because they are just embarrassing knowing what I know now.]
Hantverk'n
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
More posts
- Rasterized triangles are evil!9 days ago
- Procedurally Generated Blocks (Video)12 days ago
- Fog is working again15 days ago
- Improved fragment/compute shading rates17 days ago
- Debugging variable compute shader rates21 days ago
- Deferred gbuffer rendering update22 days ago
- Deferred gbuffer rendering via compute shader ray marching output24 days ago
- Fast and Accurate Color Depth Conversion28 days ago
- Update: Hilbert Curve surface grooved stone block31 days ago
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