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MountainLabs

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A member registered Nov 08, 2021 · View creator page →

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Nintendo's layers rn:
Síndrome | Wiki Los increibles | Fandom

How did you manage that?

Dang, I know I should be looking at the ambient occlusion, but your voxels are so crystal clear!

Yeah I'm currently planning on open sourcing my engine. what can I say, I like free stuff, I assume everybody else does as well. royalties is a pretty fair way of doing it, personally I prefer paying for a onetime license (if just for the current version).

Bro same.

This project is so underrated.

Dang, Looks awesome.

Biggest thing I could recommend is more coherency between objects in game, don't mix voxel with low poly etc.

Wow.

Awesome thanks, both these seem amazing!

PS: Thats how I plan to get GI, I'll just have all the rays check if they hit a voxel and if so add it to a buffer of hit voxels, then just have yet another compute shader shade all hit voxels, the result of which will be per-voxel GI. (not complete GI just area wide not full world GI)

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.

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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.

Hmm, Whats the difference between conetracing and pathtracing? and how would you implement a cone tracer?

This looks awesome!

Wow, very informative thank you!

Wow, so its like LOD for raytracing/raymarching?

Yes Douglas's videos are very impressive. mipmaps? I haven't heard much about those. care to tell me more?

I finally got my own voxel engine started :D thanks for your help so far, one day maybe it will be as good as yours.image.png

And the list gets longer! lol

Cool.

Wow. destroying voxels is pretty fast in comparison, Do you think pasting the 32 voxel blocks would be faster?

I'm curious, how are the actual voxel volume modification speeds going? (block placing and breaking)

Cool. this project keeps advancing!

Please do. :) I'd love to see it.

preferably not all of it. I only really want to see the most basic implementation of a voxel engine, the the basics of getting visible voxel objects on screen.

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. :)

This is easily the best version.

Also impressive, its really subtle!

Holy cow, this is identical to a system I created in godot not long ago...

Its certainly a huge improvement. You'll soon stand among the best! you should start posting on youtube.

Sweet!!! Looks amazing!

That would be cool.

Awesome, looks great!

What is a "tree root node index" in the pastebin?

Are you using sdf raymarching?

Thanks, I'm still reading through it, its complicated and a little confusing.

Don't worry about it being to abstract. I know a little GLSL and a little raymarching. and a little bit about octrees.

Any updates? (on raymarching)

Cool.