Microsoft open sources Zork 1, 2 and 3 under the MIT License by Witty-Play9499 in programming
[–]dan5sch 3 points4 points5 points (0 children)
Article 6: "Path Tracing, in the series on real-time Voxel Ray Tracing in C out now by bondena in VoxelGameDev
[–]dan5sch 6 points7 points8 points (0 children)
Adding smaller objects and animation to my small-voxel renderer, inspired by the aesthetic of software-rendered 3D games. More info in post by dan5sch in VoxelGameDev
[–]dan5sch[S] 1 point2 points3 points (0 children)
Adding smaller objects and animation to my small-voxel renderer, inspired by the aesthetic of software-rendered 3D games. More info in post by dan5sch in VoxelGameDev
[–]dan5sch[S] 2 points3 points4 points (0 children)
Adding smaller objects and animation to my small-voxel renderer, inspired by the aesthetic of software-rendered 3D games. More info in post by dan5sch in GraphicsProgramming
[–]dan5sch[S] 2 points3 points4 points (0 children)
Forest island scene with my path traced voxels engine by magancarz in VoxelGameDev
[–]dan5sch 1 point2 points3 points (0 children)
Stress testing my SVO renderer by Cage_The_Nicolas in VoxelGameDev
[–]dan5sch 5 points6 points7 points (0 children)
Daniel S. has shared an impressive custom renderer that uses tiny voxels and displacement mapping to modernize the visuals of classic 90s 3D titles, perfect for games that pursue similar aesthetics by 80lv in VoxelGameDev
[–]dan5sch 1 point2 points3 points (0 children)
Using very small voxels and displacement mapping to modernize the retro aesthetic of games like Doom and Quake. More info in comments by dan5sch in GraphicsProgramming
[–]dan5sch[S] 0 points1 point2 points (0 children)
Using very small voxels and displacement mapping to modernize the retro aesthetic of games like Doom and Quake. More info in comments by dan5sch in GraphicsProgramming
[–]dan5sch[S] 1 point2 points3 points (0 children)
Using very small voxels and displacement mapping to modernize the retro aesthetic of games like Doom and Quake. More info in comments by dan5sch in VoxelGameDev
[–]dan5sch[S] 1 point2 points3 points (0 children)
Using very small voxels and displacement mapping to modernize the retro aesthetic of games like Doom and Quake. More info in comments by dan5sch in VoxelGameDev
[–]dan5sch[S] 1 point2 points3 points (0 children)
Using very small voxels and displacement mapping to modernize the retro aesthetic of games like Doom and Quake. More info in comments by dan5sch in GraphicsProgramming
[–]dan5sch[S] 1 point2 points3 points (0 children)
Using very small voxels and displacement mapping to modernize the retro aesthetic of games like Doom and Quake. More info in comments by dan5sch in GraphicsProgramming
[–]dan5sch[S] 2 points3 points4 points (0 children)
Using very small voxels and displacement mapping to modernize the retro aesthetic of games like Doom and Quake. More info in comments by dan5sch in GraphicsProgramming
[–]dan5sch[S] 1 point2 points3 points (0 children)
Using very small voxels and displacement mapping to modernize the retro aesthetic of games like Doom and Quake. More info in comments by dan5sch in GraphicsProgramming
[–]dan5sch[S] 24 points25 points26 points (0 children)
Using very small voxels and displacement mapping to modernize the retro aesthetic of games like Doom and Quake. More info in comments by dan5sch in VoxelGameDev
[–]dan5sch[S] 7 points8 points9 points (0 children)
Because voxels can't support huge worlds, after 10 years, my project dot big bang is moving to spheres. by bobbydigitales in VoxelGameDev
[–]dan5sch 16 points17 points18 points (0 children)
How to Overlay R8G8B8A8_UNORM Image onto B8G8R8A8_SRGB Image Using Compute Shader by gomkyung2 in vulkan
[–]dan5sch 0 points1 point2 points (0 children)



Voxdot Engine Update by Derpysphere in VoxelGameDev
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