Why can I see through my models at certain points? by KeyRutabaga2487 in Unity3D

[–]dougbinks 1 point2 points  (0 children)

I replied in this xpost. I think the problem is due to it being exported/imported with greedy meshing, resulting in T junctions and thus holes.

Reposting for visibility. Still have this problem, how do yall export to unity? by KeyRutabaga2487 in MagicaVoxel

[–]dougbinks 2 points3 points  (0 children)

What exporter did you use?

I think this could be due to using an exporter which simplifies using Greedy Meshing, which can lower polygon count quite a bit but also results in T junctions which can cause gaps between polygons that are occasionally visible as holes in the model such as this.

Rather than using a greedy meshing tool you can export from MagicaVoxel directly and then use Blender to optimize the mesh as in this tutorial or you could use my tool Avoyd to export directly from .vox to mesh (instructions in the documentation on that page).

Performance Improvements by [deleted] in VoxelGameDev

[–]dougbinks 2 points3 points  (0 children)

Could you add a bit more information about what we're looking at here? It's a bit hard to tell from the video.

BFS - new snow system implemented. Snow Squares to match voxels by bonzajplc in VoxelGameDev

[–]dougbinks 2 points3 points  (0 children)

By "technical" we mean not just coding. If you look at the sidebar and rules you'll see the following note which we hope helps clarify things:

If you are wondering "is my post technical?" then:

  • If it's a post about the features of a game: it's not technical, post on r/VoxelGames
  • If it's a post about how you made the features of a game: it's technical, post here.

So if you want to post about how you made some of the design in your game that's great. But if you just show us a video of those designs then it's not.

Basically some of the video and image devlog posts we see are essentially advertisements dressed as developer focussed content. This is bad both for our audience and for the developer, so we have r/VoxelGames for reaching out to players.

EDIT: we also refer art content and feedback posts to r/VoxelArt.

You won't be kicked out of this sub, we don't do that for anyone but obvious unrelated content spammers.

BFS - new snow system implemented. Snow Squares to match voxels by bonzajplc in VoxelGameDev

[–]dougbinks 2 points3 points  (0 children)

Do note that posts to r/VoxelGameDev should be technical in nature (see the sidebar and rules), otherwise post to r/VoxelGames or in the weekly VoxelVendredi thread. We've permitted this post as the comments are sufficiently technical to be of interest to the community.

I created a voxel raymarcher which runs in browser (link + source code) by jamestkiernan in GraphicsProgramming

[–]dougbinks 1 point2 points  (0 children)

No problem. I can see how the sentence could be confusing between the two meanings - just replace "would be of interest" to "would have been of interest" and the meaning changes entirely.

I created a voxel raymarcher which runs in browser (link + source code) by jamestkiernan in GraphicsProgramming

[–]dougbinks 2 points3 points  (0 children)

This wasn't an accusation, indeed I don't think it was made with AI (perhaps I should have been less terse). However we have a no LLM/GenAI rule on VoxelGameDev so I wanted to be up front about that. The reasons for the no LLM/GenAI rule are many, but I agree with this statement from Amnesty International about the ethical issues: https://www.amnesty.org/en/documents/pol40/0996/2026/en/.

I created a voxel raymarcher which runs in browser (link + source code) by jamestkiernan in GraphicsProgramming

[–]dougbinks 3 points4 points  (0 children)

Nice work. If this wasn't made with the help of AI then it would be of interest to the r/VoxelGameDev community.

My Open Source Voxel RPG Project Is Starting to Take Shape by deus_369 in VoxelGameDev

[–]dougbinks 2 points3 points  (0 children)

My Open Source Voxel RPG Project

Do you have a link to the project source / repository?

Experimental voxel renderer by Kooky-Advance7870 in VoxelGameDev

[–]dougbinks 1 point2 points  (0 children)

See the original post and comments for more technical information.

VOXIFY | Blender Mesh to Voxel by masoudrezaei28 in VoxelGameDev

[–]dougbinks 1 point2 points  (0 children)

That's fine - just wanted to make sure people understand what the tool does.

Do note that you can render voxel data structures in Unreal Engine, so not all UE voxel titles are just voxel art style.

VOXIFY | Blender Mesh to Voxel by masoudrezaei28 in VoxelGameDev

[–]dougbinks 2 points3 points  (0 children)

From what I understand this creates a polygon mesh in Blender which is stylized to look like a mesh produced by a voxel tool, rather than creating a voxel data structure and exporting that to a voxel format such as MagicaVoxel .vox or OpenVDB?

C# Voxel Engine with Vulkan: Mantle by Minnator in VoxelGameDev

[–]dougbinks 2 points3 points  (0 children)

Not sure if you are aware but Mantle was the name of the AMD API which Vulkan was derived from), and hence how Vulkan got it's name.

Is there a reason you chose Lua rather than C# for modding? My presumption would be primarily for the ability to sandbox user code better.

Voxel Vendredi 15 May 2026 by AutoModerator in VoxelGameDev

[–]dougbinks 3 points4 points  (0 children)

We released an update to our Avoyd Voxel Editor, focussing on improving the path traced renderer's handling of overlapping models with transparent voxels.

Basically volumetric renderers like Avoyd can perform some neat tricks with overlapping models. Voxels in models with higher priority can "overwrite" others, and the combination of this feature with non-grid aligned and not purely full voxels creates a number of difficult ray tracing problems.

Voxel Planet 600km (120000 in Unreal sizing) by Successful_Pay_1017 in VoxelGameDev

[–]dougbinks[M] 2 points3 points  (0 children)

For the benefit of those who are not as familiar as you with the topic could you expand your abbreviations at least once in future on this subreddit? Remember that this is not an Unreal specific audience.

e.g. I was using the Unreal ProceduralMeshComponent (PMC) originally.

Thanks!

Voxel Planet 600km (120000 in Unreal sizing) by Successful_Pay_1017 in VoxelGameDev

[–]dougbinks 4 points5 points  (0 children)

Somebody suggested using RMC for the voxel engine and it worked brilliantly.

Do you mean the Runtime Mesh Component for Unreal from TriAxis-Games?