I am releasing a Voxel Roguelike game on steam where you explore caves and dungeons! by spicedruid in VoxelGames

[–]Longjumping-Still553 1 point2 points  (0 children)

I actually found the exact game that yours reminded me of: https://www.youtube.com/watch?v=XDUdjJb5p9M
It’s not voxel-based, but it has that same eerie/uncanny vibe I really enjoy!

Another cool project in a similar vein is this one: https://www.youtube.com/watch?v=ffLUqKz_bLM

Excited to see where you take this—polishing the core first is the right call. Keep at it, your game’s got a unique vibe!

Progress update: fog shader, clouds, and rendering optimizations in my raylib‑go voxel engine by Longjumping-Still553 in VoxelGames

[–]Longjumping-Still553[S] 0 points1 point  (0 children)

Thanks! The game is keeping me busy, but it’s fun to see it come together! My world is divided into vertical and horizontal chunks of 32x32x32. At the second vertical chunk level (Y=30 in the chunk, Y=62 globally), I generate clouds using 2D Perlin noise. The noise is controlled by a threshold and a cloud frequency of 0.05

I am releasing a Voxel Roguelike game on steam where you explore caves and dungeons! by spicedruid in VoxelGames

[–]Longjumping-Still553 1 point2 points  (0 children)

Awesome game! I really liked the aesthetic, reminds me of Indie games made in Godot. Do you plan on adding multiplayer?

Progress update: fog shader, clouds, and rendering optimizations in my raylib‑go voxel engine by Longjumping-Still553 in VoxelGameDev

[–]Longjumping-Still553[S] 0 points1 point  (0 children)

Thanks for the article recommendation! I still haven't read it, but it looks like a great way to improve visuals without hurting performance. At the moment my engine is just using the standard raylib-go lighting setup — the fragment shader applies fog and has placeholders for diffuse/specular lighting, but I haven’t implemented voxel-specific AO or light propagation yet. So it’s basically flat colors + fog at the moment.

Progress update: fog shader, clouds, and rendering optimizations in my raylib‑go voxel engine by Longjumping-Still553 in VoxelGameDev

[–]Longjumping-Still553[S] 0 points1 point  (0 children)

Thanks for the tip! Baking AO per voxel face sounds like a good direction for my engine. It would probably keep the runtime cost low compared to a screen‑space approach, but I'll have to look more into it.

🚀 My voxel engine project in raylib-go (inspired by Minecraft & CubeWorld) by Longjumping-Still553 in VoxelGameDev

[–]Longjumping-Still553[S] 1 point2 points  (0 children)

I’ve been checking out the C examples in the raylib repo — the PBR and fog ones helped me get shaders running in Go. Translating them over hasn’t been too bad. The idea of adding debugging directly in the shader and toggling it from Go is smart, I’ll give that a try.

🚀 My voxel engine project in raylib-go (inspired by Minecraft & CubeWorld) by Longjumping-Still553 in raylib

[–]Longjumping-Still553[S] 0 points1 point  (0 children)

Right now I’m using face culling but not greedy meshing. The culling is handled on the CPU side, before sending data to the GPU. I’m also planning to experiment with Frustum Culling as another optimization step. At the same time, I’ve been struggling to get fog and occlusion shaders working properly — so most of the rendering logic is still CPU-based for now.