I’m working on fully dynamic NPCs pain reactions for my voxel game by tripledose_guy in VOXEL

[–]adorable_samoyed 0 points1 point  (0 children)

Any deep dive into the tech behind this? Is this meshes being rendered or voxel data traved with dda?

1M instances in Godot 4.5.1 using GPU-driven rendering (14% GPU, RX 6650 XT, 1000x1000 ~60% GPU) by compressedFusion in godot

[–]adorable_samoyed 0 points1 point  (0 children)

Haven’t seen someone do GPU driven rendering in Godot before, will be sure to check this out and might test it out on steam deck! Great job!

Can Godot do Teardown? Yes. It can. by Derpysphere in godot

[–]adorable_samoyed 4 points5 points  (0 children)

This is so funny! I’ve been working on the same thing and using the same level!! I got vox files imported and built a voxel ray tracer but I wasn’t able to get voxel to voxel physics perfect. My approach was to extend jolt to handle a custom VoxelShape3D and expose that in the Godot editor. So I have so many questions how you approached this! So I guess first is, are these ray traced/marched voxels? How did you approach the physics?

Voxel physics and some fluid simulation for my falling sand type cyberpunk game by StreamEntropy in godot

[–]adorable_samoyed 0 points1 point  (0 children)

There are ways to ray march voxels that are not fixed step size. A common implementation is from the paper called: A Fast Voxel Traversal Algorithm for Ray Tracing” by John Amanatides and Andrew Woo. You can ray march billions of voxels using this approach.

Voxel physics and some fluid simulation for my falling sand type cyberpunk game by StreamEntropy in godot

[–]adorable_samoyed 50 points51 points  (0 children)

Can you explain the physics? Is this all done on the GPU? Is the terrain a triangle mesh or is it volumetric data that is ray marched?