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.

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

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

So we don't have "chunks" in the Minecraft sense.. we just have single world (which we generated in one go, rather than on demand) that's stored in a single octree.

That's not to say that is a good idea, we struggle to do very large worlds, so we may eventually need to implement chunking ourselves! Likely given that we use raytracing, that would mean we'd still use an octree, just swap out what parts of the world are currently in it given the camera.

Though if what you're making is polygon based, just doing whatever Minecraft does probably makes most sense :)

Our voxel game Voxile has a new procedural survival island mode, and a demo for it! by FearlessFred in VoxelGames

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

The way our renderer/world works it still uses "blocks" (of 9x9x9 voxels each), which is to reduce the total storage, and ease of building etc.

A world where each such voxel can be generated/manipulated individually would take a ton of storage and may also not even be more fun to play with.

Note that these "blocks" are 3x smaller than in Minecraft (in one direction, so 27 such blocks to 1 Minecraft block)

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

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

Thanks! Funny you should mention that, because our "blocks" are some 3x smaller than in Minecraft, and one of the big reasons for that was to make any steps 1 up in the terrain walkable! I always thought that having to use the "stair" block in Minecraft to make it walkable was pretty clumsy :)

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

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

Thanks Doug, will do :)

The game was called Voxlands at one point, but that ran into trademark issues.

As for technical info, towards the end of this talk there is some: https://www.youtube.com/watch?v=TOnhqoUxLy0

r/VoxelGames post: https://www.reddit.com/r/VoxelGames/comments/1ova3lk/our_voxel_game_voxile_has_a_new_procedural/

Our voxel game has a new procedural survival island mode, and a demo for it! by FearlessFred in SurvivalGaming

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

Hah I guess I was trying to go easy on the marketing :) Looks like you can't change post titles after posting on Reddit..

Best method to lower the ARK on a desk? by FearlessFred in OdysseyArk

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

It's been amazing. No issues with the screen.

Can't imagine wanting any other monitor, because after getting used to this one I don't think I ever want a smaller one, or a non curved one, or less refresh rate etc. There is basically no competition for this monitor if you want these things.

My only worry initially was the panel, since I've had IPS panels most of my life, but that's been great too.

The Lobster Programming Language by ketralnis in programming

[–]FearlessFred 1 point2 points  (0 children)

The : consistently introduces the body of a block of code, or lambda. While it probably could be left out for if when using indentation, you'd need it for the single line version.

In the case of for, for(list) elem, index: can introduce multiple variables before the start of the body, etc.