Better looking procedurally generated log blocks of voxels
Bark now has vertical lines in noise pattern, reduced noise on rings so they are less obscured by noise, and center of cylinder's vertical axis is calculated from center of block to eliminate four notches that were present at four cardinal directions of bark and edges of wood. Noise patterns are all generated based on world coordinates of each voxel which means tiling adjacent blocks will also tile noise patterns and the same exact noise will be generated for a given procedurally generated block type and size if placed, removed, then placed again at the same world location. (I also improved the efficiency of deleting blocks from the scene [left-click like in Minecraft], but there's nothing visual to show for that.)
P.S. This what a log looks like when cut into:
P.S.P.S. And what a red brick block looks like when cut into:
Vorxel
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
More posts
- Fixed bug with dynamic direct sunlight and level of detailFeb 04, 2025
- Voxel Cone Tracing ExperimentFeb 04, 2025
- Dynamic direct sunlight working with level of detailFeb 01, 2025
- Improved dynamic direct sunlightJan 27, 2025
- Dynamic direct sunlightJan 26, 2025
- Previous folly and finally successJan 19, 2025
- Rasterized triangles are evil!Jan 10, 2025
- Procedurally Generated Blocks (Video)Jan 07, 2025
- Fog is working againJan 04, 2025
- Improved fragment/compute shading ratesJan 02, 2025
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