#Voxel engine
1 messages · Page 1 of 1 (latest)
That is a lot of math that I don't understand how it works
yeah
We didn't cover this kind of stuff in University either 🤣
i ever make voxel engine without game engine
with 1 year and after year i move to unity and remake it 4 time
- advance math
- advance code
- advance optimize
- procedural code
- noise
This is for a University project, by the 16th of may 2024 I gotta have a working game I don't have time to learn how every single bit and detail works haha
because the idea of the game I had requires voxels
oh
what do u want feature?
i can give some tutorial
just as generate mesh chunk?
i mean right now i'm just having one issue
Nahh not there yet
The textures seem to not be connecting properly atm, tryinna figure out why
oh i see it
Yeah haha
Sure, I tried copy-pasting what the code that the guy on YouTube had in case it was my code that broke things but it wasnt
It aint java but oh well
go to advance
I noticed that changing the Tiling X and Y values by 0.01 fixes that problem, but I feel like it may have side effects
show me texture blocks
it's just a 16x16 atlas, each block being 8x8
try change wrap mode to repeat
I tried that already, it didn't do much
So far the two solutions that worked were:
- Changing the tiling X and Y values OR the offset by 0.01
- Disabling anti-aliasing
Seems like discontinuous uvs causing the mip map level to falsely change. Disable mipmap generation from the texture atlas if you havent already
Yep I have
idk online I saw a lot of people saying that mip-mapping breaks things
@merry heart have you tried disabling msaa, it can cause this type of issues too
I am not sure where I can disable that
try uvs.Add 4
0,0
0,1
1,1
1,0
change code debug it
try change gen face uv to full texture
dont use procedural uv from block
test debug
Depends on the render pipeline
Idk man I think it's something to do with some rendering setting
uvs.Add(new Vector2(x,y));
uvs.Add(new Vector2(x,y + VoxelData.NormalizedBlockTextureSize));
uvs.Add(new Vector2(x + VoxelData.NormalizedBlockTextureSize,y));
uvs.Add(new Vector2(x + VoxelData.NormalizedBlockTextureSize,y + VoxelData.NormalizedBlockTextureSize));
comment
and try add this line
uvs.Add(new Vector2(x,y));
uvs.Add(new Vector2(x,y + 1));
uvs.Add(new Vector2(x + 1,y));
uvs.Add(new Vector2(x + 1,y + 1));
It says Render Pipeline Asset: None
oke
yeah it didn't fix anything haha
uvs.Add(new Vector2(0,0));
uvs.Add(new Vector2(0, 1));
uvs.Add(new Vector2(1, 0));
uvs.Add(new Vector2(1, 1));
try it
Means you are using the built in render pipeline. MSAA should be located at Quality Settings
when searching MSAA in the search bar for project settings nothing came up though, in fact I can't find it in the Quality tab
well
Nah, there isn't an error
really?
Oh, it was Rendering -> Anti Aliasing
Yeah, I can only pick betweeh 8x, 4x, 2x and disabled
comment and try
I have already
Disable
Rip so I will have jagged lines around the voxels?
I guess I'll have to write my own anti-aliasing or something for this?
You can use other AA methods like FXAA, TAA or SMAA
I don't see it in my options for some reason
Those are post processing methods
summary is because graphic?
adding an offset of 0.01 to both the X and Y values
That is another thing that fixed it
Ah nvm itll just render part of another texture my bad
How do I change anti-aliasing technique then?
dont change tile offset is bad idea
Thats what I thought because MSAA is kinda dum and extrapolates the interpolator data outside of the triangle area resulting few pixels near the triangle edges getting affected by the uvs that are part of the near by texture
yeah
oh
Yeah I saw that was the problem
Dont use MSAA at all, take a look at post processing if you want to get access to FXAA
Yeah but I mean if there's a way to use another type of aliasing through just clicking a couple things ill try it
So I'll just keep MSAA disabled until I look into FXAA?
Yup
It's really bugging me though
Like
Online I see people's cameras have a lot more sub-components than mine
Such as the header rendering which allows to change the AA
But i dont have any of that
They use other render pipeline, most likely URP. Post processing is integrated to URP so its easier to use with it, with the BIRP you are using you have to import the Post Processing Stack V2 package to get any PP in the game
I highly recommend taking a look at URP if you have time to do so but atm it shouldnt be high on your todo list
voxel engine it must make custom shader