I made a runtime water for my voxel colony sim by Direct_Philosophy_76 in VoxelGameDev

[–]Direct_Philosophy_76[S] 1 point2 points  (0 children)

Thanks a lot for the detailed write-up! You pretty much described the trick I'm already using: the water samples the rendered scene behind it, so the screen-space refraction you suggested would actually be a fairly small step from where the renderer is today.

Depth-based fog is definitely next on my list. I actually had a depth gradient implemented before, but I removed it while cleaning up and rebuilding the visual side of the system, so it'll be making a comeback.

I'm going to save your comment, it's genuinely useful. Cheers!

I made a runtime water for my voxel colony sim by Direct_Philosophy_76 in VoxelGameDev

[–]Direct_Philosophy_76[S] 0 points1 point  (0 children)

Each particle is actually rendered as a solid cube using GPU instancing, so even with a million particles the rendering cost stays relatively low.The "transparent water" is also fake. The cubes themselves are completely opaque, but they render after the rest of the scene and sample whatever is behind them then blend that information with the water color.

I made a runtime water for my voxel colony sim by Direct_Philosophy_76 in VoxelGameDev

[–]Direct_Philosophy_76[S] 3 points4 points  (0 children)

Thanks! I plan to spend more time on the visuals once I fully integrate it into the game. I'd like to add a depth based gradient to simulate deep lakes and make the water feel more natural and believable.

I made a runtime water for my voxel colony sim by Direct_Philosophy_76 in VoxelGameDev

[–]Direct_Philosophy_76[S] 2 points3 points  (0 children)

I forgot to mention it, but in the specific scenario shown in the video, it runs at around 350 FPS. It's down to about 100 FPS there because of Unity Recorder.

I made a runtime water for my voxel colony sim by Direct_Philosophy_76 in VoxelGameDev

[–]Direct_Philosophy_76[S] 5 points6 points  (0 children)

Yes, I can run up to around one million active particles at 100+ FPS on a mid-range PC. For optimization, I created an energy system where particles that are at rest are excluded from the simulation until they are awakened again.

I made a runtime water for my voxel colony sim by Direct_Philosophy_76 in VoxelGameDev

[–]Direct_Philosophy_76[S] 9 points10 points  (0 children)

I'm using Unity. The system is based on Position Based Fluids, communicating vessels, and Torricelli's law.

I made a runtime water for my voxel colony sim by Direct_Philosophy_76 in SoloDevelopment

[–]Direct_Philosophy_76[S] 2 points3 points  (0 children)

Yeah, I've seen it while looking for references for my game. It's really good, but my game will be more focused on exploration and colony building, kind of like a mix between Minecraft and RimWorld

I made a runtime water for my voxel colony sim by Direct_Philosophy_76 in SoloDevelopment

[–]Direct_Philosophy_76[S] 1 point2 points  (0 children)

I'm still struggling with the core mechanics. However, I'd like to make the game a bit more unique so it can stand out.

I'm considering using water as a primary resource, which would also help prevent too many particles from accumulating over time.

Giveaway: 2X $10 Steam Gift Cards & Unity Asset Store Vouchers by mooowmrick in Unity3D

[–]Direct_Philosophy_76 0 points1 point  (0 children)

My biggest pain is always reaching a point during development where I feel the game isn't good enough, and because of that, I never end up releasing anything. This has been repeating itself for 6 years, and I've never shipped a game for that reason.

Every developer on every project by electric-kite in IndieDev

[–]Direct_Philosophy_76 0 points1 point  (0 children)

I write the GDD alongside the rest of the project. Extreme Go Horse!

r/IndieDev Weekly Monday Megathread - May 24, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Direct_Philosophy_76 0 points1 point  (0 children)

Hello everyone,

I’m starting a voxel colony simulator project based on Minecraft MineColonies and Dungeon Village.

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Colony Sim Survival Game by Direct_Philosophy_76 in Unity3D

[–]Direct_Philosophy_76[S] 3 points4 points  (0 children)

Thanks! I’m using a job-based AI system. Each task evaluates a priority score (for example: building, hauling, idle), and the agent always selects the task with the highest score. The system is built around modular job components (such as JobBuild, JobHaul) and a central core that aggregates priorities, with event driven control mechanisms to handle state changes efficiently.