#Voxtopolis - Ray Traced Voxels

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plucky flax
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Looks dope

timber valley
plucky flax
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It looks cool but too complicated for a survival game

dire axle
timber valley
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@plucky flax @dire axle That's good feedback! Because the rendering supports it, I want to offer the player lots of customization. I'll see if there can be a bigger split between simple/presets and more detailed customization

plucky flax
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Like at the start you only have to understand basic building, then you get to resize the blocks too and then etc... it'd be progressive

timber valley
plucky flax
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Also the switch from 3rd to 1st person when building feels wrong

timber valley
plucky flax
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It feels better with the crossbow aim

plucky flax
fiery ferry
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I think this looks awesome only thing i found weird is building being almost instant but breaking takes a pretty long time. No hate Keep up the good Work

plucky flax
timber valley
fiery ferry
timber valley
final moon
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I want to play around with voxels... do you use a culling system? Also if you mind me asking, what rendering pipeline are you using and how do you handle million of tiny voxels?

timber valley
final moon
timber valley
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each chunk is a encapsulating mesh yes, it does ray tracing in the fragment shader to get the actual voxel values and outputs to gbuffers.
The voxel data is managed on cpu and pushed to a gpu buffer when updated

timber valley
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More building tool improvements! Selections are now serialized to the world's save folder and (end of video) got a realtime preview renderer working!
next up will be placing your selection to quickly copy paste areas, and save favorites to make them available as assets in different worlds Blob_Hype

plucky flax
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This is super cool! But I'm not sure it's good with a "survival" game

fringe needle
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Minecraft has like a practically endless palette of blocks

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adding another way to customize voxels wouldn't be so bad either

timber valley