Raymarching voxel volumes stored in a tetrahexacontree.
Vorxel » Devlog
Previous versions used an octree. This version uses a tetrahexacontree for better performance with raymarching.
Video:
Vorxel
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
More posts
- Fixed bug with dynamic direct sunlight and level of detail27 days ago
- Voxel Cone Tracing Experiment27 days ago
- Dynamic direct sunlight working with level of detail30 days ago
- Improved dynamic direct sunlight35 days ago
- Dynamic direct sunlight36 days ago
- Previous folly and finally success43 days ago
- Rasterized triangles are evil!52 days ago
- Procedurally Generated Blocks (Video)55 days ago
- Fog is working again58 days ago
- Improved fragment/compute shading rates60 days ago
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