Previous folly and finally success
Vorxel » 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.]
Vorxel
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
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- 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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I thought Frozein's video was quite impressive, what exactly did you learn that changed everything?
The part that changed everything is about using atomic operations to query and/or update a hash map and add voxel hits to a list of voxel hits if not already present based on hash map query. I've implemented it in my voxel engine's ray march code and it works well to build a unique list of voxel hits (voxel world space coordinates). I also had to use an atomic operation to add to the list to avoid race conditions.
I will have dynamic direct sunlight working soon...