Miscellaneous Updates
Vorxel » 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.)
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
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.