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
- Improved dynamic direct sunlight3 days ago
- Dynamic direct sunlight4 days ago
- Previous folly and finally success11 days ago
- Rasterized triangles are evil!20 days ago
- Procedurally Generated Blocks (Video)23 days ago
- Fog is working again26 days ago
- Improved fragment/compute shading rates28 days ago
- Debugging variable compute shader rates33 days ago
- Deferred gbuffer rendering update34 days ago
- Deferred gbuffer rendering via compute shader ray marching output35 days ago
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.