Massive Islands in Space | Voxel Dev Showcase
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- Опубліковано 28 лют 2024
- In this video, I scaled up the voxels to be 64 meters per voxel. This means that my 2048^3 testing volume spans 131 kilometers, making it visible from space!
I did this because I am working on the atmospheric haze, which can be seen over-top the terrain
The bottom half of the voxel volume is actually underneath the planet's surface, and therefore the sky fog kinda breaks 😅
The Public Codebase:
github.com/GabeRundlett/gvox_...
If you want to chat with other community members and me, join my Discord!
/ discord
My website:
www.gaberundlett.com
GPU: RTX 3070 (8GB VRAM)
CPU: AMD Ryzen 7 5800x (8 core/16 thread)
RAM: 16GB 2667 MHz DDR4 - Наука та технологія
last year: can't find any small voxel devs
this year: can't escape them
😂
good job friend, love it!
youtube algo decided to drown me in
voxel developer
channels this week, i suppose.
Looking forward to more! 🎉
💜💜💜💜💜💜
wtf the graphics are incredible
Terraria space biome vibes
Lin reference
Is this true??
yeah getting really close to lin's game, looking so good
especially i like the physically-based skybox and auto exposure
Half the game dev videos I see lately are about voxel engines, you guys should collaborate! You'll get a lot more done that way.
I agree! I've tried reaching out to others, inquiring about teaming up, but not many are open. the only person who has been open is Douglas! have done some work with him already. I wish more people were open
Bootiful
Love the light effects 😍
Still looks astonishing tho, keep it up
I wonder how this shader will work with a wall 1 voxel wide, will the voxels glow like crazy on both sides?
If you're referring to the dithered normals I showed in the previous video, they're actually not enabled in this video. Instead, the normals that are stored are analytically derived from the noise generator. However, regarding 1-voxel thick surfaces, they basically just don't work. Their normals will be computed completely wrong because it essentially has no clue which direction to point. I'm not sure if there's a good fix for this.
@@GabeRundlett maybe there's a way to make a mesh or some other way to save normals for chunk so that every voxel's face calculates normal independently. Probably computationally expensive tho...
@@aspidinton The normals would be better calculated from a density field, which in a sense is related to a meshing solution.
Go off queen 👑