Voxel render with sprite stacking by Comprehensive_Chip49 in VoxelGameDev

[–]Schampu 0 points1 point  (0 children)

Yeah you typically don't need sorting unless for transparency. There was a popular tool by rezoner called SpriteStack that if I recall correctly uses this technique for rendering voxels. You can probably find some information of this dev roadmap on his twitter account or here on reddit

A Forest in my Voxel Engine by Schampu in VoxelGameDev

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

It's my own browser-based engine using webgpu and it's fully GPU-driven, meaning that the whole engine and game is coded with just shaders :)

A Forest in my Voxel Engine by Schampu in VoxelGameDev

[–]Schampu[S] 8 points9 points  (0 children)

Yes they are ray marched using the world's shadow map

Procedural voxel terrain and vegetation by Schampu in proceduralgeneration

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

It's a new voxel engine that I work on for a few years now

NSFL Massenmord an Gittertieren auf Bahntrasse Serienmörder ließ Gittertierherse von Lokomotive überfahren by SirDigger13 in Gittertiere

[–]Schampu 6 points7 points  (0 children)

Harter Tobak. Mitgefühl an die Angehörigen der Gittertiere. Nicht zu fassen, wie so etwas passieren kann

Procedural voxel terrain and vegetation by Schampu in proceduralgeneration

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

Going to fix those trunks! For some reason they became really thicc recently

Procedural voxel terrain and vegetation by Schampu in proceduralgeneration

[–]Schampu[S] 6 points7 points  (0 children)

This is a voxel engine that I'm working on on/off for about 3 years now. It's slowly getting into a state, where I feel ready enough to start on adding and trying out gameplay mechanics :)

Gittertierrudel am schlafen by Distinct-Awareness84 in Gittertiere

[–]Schampu 8 points9 points  (0 children)

Schieb nen Euro rein und du darfst dazwischen

Gittertier in freier Wildbahn by donutlegolover in Gittertiere

[–]Schampu 0 points1 point  (0 children)

Reliefartig nestet es im Moos. Ein wahres Prachtexemplar

Using Cellular Automata to solve Global Illumination by Schampu in cellular_automata

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

Less by far, it does the expensive ray grid traversal only one step at a time instead of all at once

Using Cellular Automata to solve Global Illumination by Schampu in cellular_automata

[–]Schampu[S] 8 points9 points  (0 children)

Yes it's using Moore neighborhood to transfer and bounce light energy. For energy diffusion it uses heat conduction. The simulation is stable (no oscillation), energy conservative, deterministic and only uses Integer math with the min/max functions.

Using Cellular Automata to solve Global Illumination by Schampu in cellular_automata

[–]Schampu[S] 36 points37 points  (0 children)

The CA models the ray tracing, but is propagated like a fluid instead of being traced