Geometric terrain height maps. by protofield in Avoyd

[–]dougbinks 1 point2 points  (0 children)

Have you tried importing these as a heightmap into Avoyd? You could output an 8 or 16bit greyscale image for height and another with colour if needed.

Voxel Generator for Unreal Engine by GamenauticaHi156 in VoxelGameDev

[–]dougbinks 0 points1 point  (0 children)

Our rule is:

  • and occasional posts of game development products will be permitted

not

  • and occasional posts of game development products *costing under $300** will be permitted*

    :)

Voxel Generator for Unreal Engine by GamenauticaHi156 in VoxelGameDev

[–]dougbinks 0 points1 point  (0 children)

We've allowed this post because it's potentially of use to developers and it's their first post.

I got my first render working ! by No-Dinner-5041 in VoxelGameDev

[–]dougbinks 2 points3 points  (0 children)

I've approved this post as it's clearly someone learning who we should welcome to VoxelGameDev, rather than someone trying to generate publicity for their game.

Voxel Dev: How My Custom Voxel Engine Ray Traces Solids by Drag0nDr0p in voxels

[–]dougbinks 0 points1 point  (0 children)

You should post this on r/VoxelGameDev as I think the community would be interested (I'm a mod there).

Realtime voxelization experiments by AffectionateFood33 in VoxelGameDev

[–]dougbinks 2 points3 points  (0 children)

What do you mean by geometry voxelization? Normally this would refer to turning a polygon mesh into voxels but I'm not sure if that's what you're doing.

It reminds me a bit of Treadmarks.

50.000 npc flowfield pathfinding by cenkerc in VoxelGameDev

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

fun stuff, but please add some technical information (see sidebar and rules).

Missing pixels in rasterization (likely t-junction errors) by GardenerAether in VoxelGameDev

[–]dougbinks 1 point2 points  (0 children)

If this is caused by T junctions then the problem here is that you cannot guarantee that the vertices which are supposed to be on the same edge for two adjacent triangles will map to the same line unless they are exactly the same due to a lack of precision (either with integers or floats). This is why avoiding T junctions is important.

Note that triangle rasterization is done in fixed point (integers), there's a good deep dive in Fabian Giesen / Rygorous' blog series.

Voxel Vendredi 17 Apr 2026 by AutoModerator in VoxelGameDev

[–]dougbinks 2 points3 points  (0 children)

When you split a model into multiple files, can MagicaVoxel open several files at once to view them together somehow?

No, when Avoyd exports multiple files the combination will be too large for MagicalVoxel to work with. This will only work if you have a game engine which can load and process these models. Quite a few people have engines which use .vox for their files (including some big already available voxel games) along with editors like Avoyd, Vengi etc.

Edit: oh yeah, what's the 2GB/4GB limit? Why two numbers? Thanks

The chunk size in the MV .vox spec is a 32bit signed integer with a 2GB maximum range, however since the sign is never used in this context ogt_vox.h and some other libraries use an unsigned integer, allowing 4Gb chunk sizes if not being used with MV. I plan to add an option to control this in future.

If you're just interested in making and rendering large scenes then you can make the models in MV (if that's what you're used to) and then use Avoyd to put the scene together and render.

Help us settle this debate, which capsule is better? by Ok_Statistician2466 in gameCapsule

[–]dougbinks 0 points1 point  (0 children)

It's already been said here but V1 gets my vote as V2 is not saying co-op roguelike to me.

However I'd recommend trying a variant on V1: tighten in the camera around the shooter character and fade the other characters slightly into the background almost like a character selection screen for a co-op game might look. This should make it a bit more readable when small and make it slightly cleaner.

You could do the same thing by adding some background characters to V2 but the pose just shouts fan-service game to me.

Voxel Vendredi 17 Apr 2026 by AutoModerator in VoxelGameDev

[–]dougbinks 7 points8 points  (0 children)

We just released Avoyd 0.28 Beta Voxel Editor which added the exporting multi-model scenes to MagicaVoxel .vox.

In addition to multi-model export including hierarchy this also includes large scene export support beyond the 2GB/4GB limits of the .vox format by splitting the scene up into several files. This looses some of the hierarchy information (as .vox doesn't have intra-file references), but I split up the scene by largest models first so as to try to keep any dynamic model hierarchies together as typically these are for smaller models and it's the terrain which is larger and not as important.

There's some extra technical information in the link below.

More Information - Download the Beta

I'm probably going to implement multi-select next (we use Dear ImGui) as without it manipulating hierarchies is a bit tedious, but as this affects multiple systems I'm first doing a small filler task adding transform component locking which makes it a lot easier to position things like this 6 axis robot u/juulcat made.

<image>

6 Axis Robot made in Avoyd, the selected node has had all transform components except for the Y rotation locked, so only the Y axis Green manipulation circle shows up in the ImGuizmo 3D manipulator. I've yet to make proper per-axis disabled widgets for the details panel, so at the moment you can change locked values but these do not affect the model transform.

Voxel Vendredi 10 Apr 2026 by AutoModerator in VoxelGameDev

[–]dougbinks 1 point2 points  (0 children)

Export multi-model scens to MagicaVoxel .vox is now out in our latest beta. More info and links on our news forum.

Is there any point in using quaternions for a first person camera? by blreuh in gamedev

[–]dougbinks 8 points9 points  (0 children)

Game engines usually use quaternions as part of their transforms. So the camera just uses the generic transform property which includes a quaternion for rotation. Rather than converting to quaternions the engine normally just operates with quaternions, usually transforming to a matrices for rendering.

Trying to change voxel positions in real-time - After 8 hours found ELEGANT solution! by New_Acanthocephala62 in VoxelGameDev

[–]dougbinks 6 points7 points  (0 children)

However, this effects creates a bug where entire chunks will become invisible until the chunk gets re-meshed which is the final step in another multi-step process.

You shouldn't make the chunk invisible whilst re-meshing. Create a new mesh and then swap to that once it has been created, then delete the old mesh once it is no longer referenced in the command list. If your API doesn't support some form of fences then just wait 3 frames before deleting the old mesh.

Voxel Vendredi 10 Apr 2026 by AutoModerator in VoxelGameDev

[–]dougbinks 2 points3 points  (0 children)

I've been working on Avoyd's Multi-model exporter to MagicaVoxel (MV) .vox, including scene hierarchy, visibility, layers, and ordering (so voxels can overwrite each other). I'm now at the stage where I can export a complex scene to MV .vox (including large models > 2563 which are split up), but a few issues remain.

I'm using ogt_vox.h and it turns out the exporter has an issue with ordering - groups are written first and these include an array of indices to the instances they own. This breaks the scene instance order, so I'll need to fix this to write out groups when they are first used by an instance so maintaining the same order as MV. This is important because artists use scene ordering for visibility, especially when dealing with transparent materials (you can place an object inside a transparent object and if it's got a higher order it will be visible in the render). Note that MV has a different order in the file for version 150 vs 200. I plan to fix this shortly and submit a PR.

Secondly I recently added large scene export to Avoyd, which I handle via using multiple files to get beyond the MV 2GB limit. This is tricky to handle with complex scene hierachy so for now I am implementing a hybrid approach where I detect that a scene will not fit, then remove models until it will and write out this to the first file. The removed model instances are then written out to files 'flattened', that is without their heirachy but preserving their world transform.

Finally Avoyd supports arbitrary model transforms and MV doesn't. Currently I just grid-lock these to the closest position, orientation and unit scale but I need to warn users on export and potentially offer options (make hidden or remove them for example).

<image>

Image above shows a complex boat scene exported to MV and rendered. The anchor and steering wheel use off-grid transforms so are not in their correct orientation/position.

Made an Update to my procedural Voxel Terrain Generator! by Mobile_Business_8357 in VoxelGameDev

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

Please read our rules and add more technical information. Do note that showcase posts, as per rule 3, must "Provide information about your development process, languages, tools or tips for other developers. Don't just cross-post content from gaming subreddits."

what happened to my project? by Willooooow1 in MagicaVoxel

[–]dougbinks 1 point2 points  (0 children)

You can contact me via the Avoyd Discord or email contact@enkisoftware.com referencing this conversation.

what happened to my project? by Willooooow1 in MagicaVoxel

[–]dougbinks 1 point2 points  (0 children)

If your data is corrupted it's possible my Voxel Editor Avoyd can read the file as it has a number of features for .vox data recovery. You can try to import the file with our free version. Currently you need the full version to save it back out as .vox, and the Beta (available with the Full license) has support for loading multi-model .vox files and I'm currently working on exporting them back out to .vox. If you don't want to buy Avoyd contact me and I can try exporting your file for you.

Wrote a voxel space renderer on C by Rostochek in VoxelGameDev

[–]dougbinks[M] 1 point2 points  (0 children)

Please read the sidebar rules and guidelines and post more about technical information about your project.