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MountainLabs
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Indeed, If I run into any trouble I will ask :D I think I'll probably do the voxel raytracing first, and just have the meshing later, I'll have the voxel raytracer write to the Depth-Buffer and then just have the rasterizer compare depthbuffer distance and check if it should render that particular pixel or not. But I'll be doing all raytracing in a compute shader which will fill a texture and have that texture be read by the fragment shader later.
Hey, thanks! I won't be using all of bevy, I'm going to write my own voxel renderer, I'm not a fan of how bevy does it (default rendering). So i'll just be writing my own and integrating it with the rest of the system. Its a neat game engine this project was made using only the ecs side of bevy no default renderer or other libs at all: https://store.steampowered.com/app/2198150/Tiny_Glade/ Kinda similar to what I'm doing, but with voxels.
Hey, I've been building my own voxel engine and its going fine. But I'd like to see how a real solid implementation looks, this might be a lot, but while your project is still in its infancy, would you let me read through the source code? I'd like to see what the beginnings of a better voxel engine look like. If not, thats totally fine. :)