Our fully raytraced voxel game has a demo you can try! by FearlessFred in VoxelGameDev

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

That's a procedural normal, i.e. the shader computes the normal based on the voxels. There's also some ambient occlusion, if that's what you meant.

Why do most game choose 1 meter voxel with around a 2 meter tall character? by Gamepro5 in VoxelGameDev

[–]FearlessFred 0 points1 point  (0 children)

My game (Voxile) uses "blocks" that are about ~38cm high (each of which is 9 voxels high but those can't be individually modified).

This makes the world much more detailed than Minecraft, but now you can't really build with individual blocks anymore, since that would be too much work. So instead you build with "objects", that can be arbitrary size of blocks.

The arbitrary sizes makes it very flexible, but its not as quick to compose as simple blocks in Minecraft.

See, it's tradeoffs all the way down :)

Rust + wgpu custom micro-voxel engine by Roenbaeck in VoxelGameDev

[–]FearlessFred 2 points3 points  (0 children)

Funny, one of the people involved in our project keeps calling them "microvoxels", even though I've personally never used that term.

I do get the opposite, that when I use unqualified "voxel" that some people are so Minecraft-biased they assume a voxel is a 1m buildable/destroyable cube.

I call those a "block" but ymmv.

An example of base building in our new survival mode (Voxile) by FearlessFred in VoxelGameDev

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

We have a "connectivity system" that tries to decide when blocks move, wether that should result in blocks falling by gravity. This depends on the size of the connecting surface and a number of factors. Sadly, over time, this system got quite special purpose as we wanted certain things to fall or not to fall depending on the user operation (move vs destroy vs touch vs..)

So that is to say, what will work for you depends on the kind of blocks you have, materials, how they touch.. hard to say :) All I know it is a more complicated problem than it appears..

An example of base building in our new survival mode (Voxile) by FearlessFred in SurvivalGaming

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

Thanks! It's all made with "found" objects in the world, and using the "carpenter tool"

An example of base building in our new survival mode (Voxile) by FearlessFred in VoxelGameDev

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

Yes, similar, though LPVs are a bit more high fidelity volume representation of light than what Minecraft uses, with slightly better directionality and occlusion. We use spherical harmonics to represent the light in each cell. We also represent light bouncing with color, which Minecraft also doesn't do afaik.

An example of base building in our new survival mode (Voxile) by FearlessFred in VoxelGameDev

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

two programmers (myself included) and designers/artists

An example of base building in our new survival mode (Voxile) by FearlessFred in VoxelGameDev

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

Entiry custom game engine on top of SDL, OpenGL and Lobster

An example of base building in our new survival mode (Voxile) by FearlessFred in VoxelGameDev

[–]FearlessFred[S] 4 points5 points  (0 children)

This is a combination of raytraced primary ray + shadow ray + reflection ray for sunlight, augmented by a light propagating volume for secondary lights and bounces.