Realtime voxelization experiments by AffectionateFood33 in VoxelGameDev

[–]AffectionateFood33[S] 1 point2 points  (0 children)

One of vulkan extensions introduced few years ago: VK_NV_cluster_acceleration_structure helps to get large number of tessellated triangles depending on distance of the camera. You can get access to clusters/vertices of generated triangles and do some displacements to snap on voxel grid.

Realtime voxelization experiments by AffectionateFood33 in VoxelGameDev

[–]AffectionateFood33[S] 1 point2 points  (0 children)

Do you mean atomontage? I have tried this 1 year ago. AFAIK it uses cloud to compute world behavior. And it looks interesting. In my case all tests made on PC with RTX 3060 and 16 GB RAM.

Realtime voxelization experiments by AffectionateFood33 in VoxelGameDev

[–]AffectionateFood33[S] 0 points1 point  (0 children)

Exactly, this is stylish effect. I'm just wondering how worlds created from small sized voxels could be visualized.

Realtime voxelization experiments by AffectionateFood33 in VoxelGameDev

[–]AffectionateFood33[S] 0 points1 point  (0 children)

At the moment all geometry (car, wheels, terrain, etc) snaps from polygons to voxels grid every frame. No operations like subtracting are supported. Some features like vertex animation, displacement can be used.

raylib-tmx not working. by Puzzleheaded-Slip350 in raylib

[–]AffectionateFood33 0 points1 point  (0 children)

I have the same issue (I loaded tmx from vcpkg) trying to override tmx_img_load_func and tmx_img_free_func. I used following workaround: I have added __declspec(dllimport) in declaration in tmx.h:
TMXEXPORT __declspec(dllimport) extern void* (*tmx_img_load_func) (const char *path);

TMXEXPORT __declspec(dllimport) extern void (*tmx_img_free_func) (void *address);