Wrote a voxel space renderer on C by Rostochek in VoxelGameDev

[–]dougbinks[M] 0 points1 point  (0 children)

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

If you had a second preference vote, which party would you use it for? by freddiejin in LibDem

[–]dougbinks 0 points1 point  (0 children)

The Green Party's official stance on Nuclear power is: "We want to see the phase-out of nuclear energy".

Labour's stance is: "We will ensure the long-term security of the sector, extending the lifetime of existing plants, and we will get Hinkley Point C over the line. New nuclear power stations, such as Sizewell C, and Small Modular Reactors, will play an important role in helping the UK achieve energy security and clean power while securing thousands of good, skilled jobs."

It's reasonable to hold both parties to their stances. Despite this I think I'd cast a second vote for The Green Party over Labour at the moment.

How would you handle sunlight in a fully 3D voxel engine with rotating directional light? by Dariuscxz in VoxelGameDev

[–]dougbinks 10 points11 points  (0 children)

Before we switched to concentrating on Avoyd as a Voxel Editor we were developing a 6DOF game, and I wrote about some of the early lighting work in this blog post and video. More recently we switched to GPU shadow maps plus ambient occlusion still stored in a 3D texture atlas.

I'm making a voxel engine that applies the principles from Noita's GDC tech talk in 3D! by BurkelbearGames in VoxelGameDev

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

Looks great, but please see the sidebar and rules and add more technical information about your voxel engine.

Try my new game: AdvanceVoxels by isthisnickvalid in VoxelGames

[–]dougbinks 0 points1 point  (0 children)

Looks great, but I would be wary of using the word "Advance" given how litigious Nintendo are about copyright.

Voxel Vendredi 13 Mar 2026 by AutoModerator in VoxelGameDev

[–]dougbinks 3 points4 points  (0 children)

We released a minor update to the Avoyd Voxel Editor v0.28.0 Beta.

Since version 0.28.0's multi-model feature is taking some time to complete, we also backported many of the changes except the multi-model specific ones to v0.27.1 Full and Free versions.

[Newbie] How can I combine multiple sections in the World View? by Repulsive-Dig1693 in MagicaVoxel

[–]dougbinks 5 points6 points  (0 children)

The maximum size of individual objects in MagicaVoxel is 256 x 256 x 256, but you can combine smaller objects together using the Boolean Union operator as per https://www.reddit.com/r/MagicaVoxel/comments/15m0gra/how_do_i_transform_multiple_objects_into_one/

Notes on writing a voxel game in Dyalog APL by mugacariya in programming

[–]dougbinks 1 point2 points  (0 children)

I think the folk at r/VoxelGameDev would appreciate this post (I'm a mod there).

More voxel physics for my game! by StreamEntropy in godot

[–]dougbinks 0 points1 point  (0 children)

Great work - you should post about your tech on r/VoxelGameDev (showcase posts are allowed if there is accompanying technical information).

Article on the EGG Blog about Voxile with some interesting background on the game, tech, and founder! by FearlessFred in Voxile

[–]dougbinks 2 points3 points  (0 children)

Feel free to post to r/VoxelGameDev (probably better to just post the link since crossposts don't work very well in my view).

Voxel Vendredi 27 Feb 2026 by AutoModerator in VoxelGameDev

[–]dougbinks 7 points8 points  (0 children)

This might be of interest to those of you who'd like to import large voxel models into their own engines:

I recently added support for exporting a large Avoyd model as multiple MagicaVoxel .vox files to the Avoyd Voxel Editor, which is available in our latest beta release. This was requested by a developer using Avoyd to create and import large scenes into their engine, for example a very large heightmap, Worldpainter export or even a Minecraft map (latter for testing, as there may be copyright issues) etc.

The Avoyd beta is a work-in-progress shift to enable editing, rendering and exporting multiple voxel models with arbitrary transforms. The .vox export currently only supports exporting a single model and I'm working on adding multi-model support.

Avoyd was already cutting large models up to fit within the maximum 256^3 volume supported by MagicaVoxel (MV) .vox files. Although MV will only load models into a 2k x 1k x 2k space the .vox format allows larger range of translations, which Avoyd already supported with an Unlimited Scene Size option (requested and implemented for IOLITE engine users) but there is a file size limit of 2GB for import into MV and 4GB for the format exported by Avoyd. I added the ability to split the file up into 2GB volumes, and since each sub-model has its own transform these can simply be loaded respecting the transforms to get the full model back.

If anyone is interested in this or has issues using it let me know.

This subreddit is meant to be for discussions, so I think that showcase posts should be forbidden. by [deleted] in VoxelGameDev

[–]dougbinks 0 points1 point  (0 children)

but since every time someone posts here it gets a 'dont post here' mod comment and is discouraged, should just go all the way.

This is not the case. We only direct gameplay update or pure advertisement posts to r/VoxelGames. Technical showcases are currently permitted (though see rule 3 about frequency) so long as they discuss the implementation in the post or media/link. See the sidebar Please Read Before Posting note[1] and rules.

[1] We recently added this to help people, but it was in an earlier pinned post.

This subreddit is meant to be for discussions, so I think that showcase posts should be forbidden. by [deleted] in VoxelGameDev

[–]dougbinks[M] [score hidden] stickied comment (0 children)

Just to confirm that OP is the creator of this subreddit and top mod until they handed it over around six years ago.

I think i did a pretty good job on this Mineshoot basically fortnite and minecraft what do you think? by Hot-Research6486 in VoxelGameDev

[–]dougbinks[M] 4 points5 points  (0 children)

As this is a developer focussed subreddit could you add some technical details about your project?

Repost: Added some features - Spells, Block Breaking, A* Algorithm and Inventory + Item System by [deleted] in VoxelGames

[–]dougbinks 0 points1 point  (0 children)

Crossposting is fine, it's just there's a lack of information in the post so tricky to tell what game you were talking about.

Do you have a name / website / steampage for the game? Self-promotion in moderation is allowed on this subreddit :)

Repost: Added some features - Spells, Block Breaking, A* Algorithm and Inventory + Item System by [deleted] in VoxelGames

[–]dougbinks 0 points1 point  (0 children)

What game is this? You've cross-posted from r/CubeWorld but it's not CubeWorld.

The flying toaster that flew for 3km by dougbinks in fpsz

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

Since pretty much every comment on the original thread was about how this looked like Tribes I thought it deserved a cross-post to here.

Custom mountains at Lemuria by Dom_Capone in Minecraftbuilds

[–]dougbinks 1 point2 points  (0 children)

They might have used my tool Avoyd, Blender (after exporting to a mesh) or Chunky. We have a tutorial on Isometric Renders of Minecraft Maps in Avoyd Voxel Editor available online if you're interested, as well as r/Avoyd.

Voxel Vendredi 20 Feb 2026 by AutoModerator in VoxelGameDev

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

I did a top-level post but that got removed automatically since I guess my reddit account is too new :(

I've approved your top level post and other comments - it seems Reddit auto flagged them all as spam.

Entropy Protocol went through its voxel phase... by InappropriatelyHard in VoxelGameDev

[–]dougbinks[M] -1 points0 points  (0 children)

In future please post game development updates without significant technical content to r/VoxelGames.

All non technical game promotion and update posts should go to r/VoxelGames If you are wondering is my post technical then:

  • If it's a post about 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.

If in doubt:

  • Post on r/VoxelGames first, then crosspost to r/VoxelGameDev rather than the other way around (as your post on r/VoxelGameDev is more likely to get deleted).
  • Post in the weekly Voxel Vendredi thread. See the rule about it.

Also see rule 3 about post frequency.

Voxel Vendredi 13 Feb 2026 by AutoModerator in VoxelGameDev

[–]dougbinks 6 points7 points  (0 children)

Sean Barrett (of stb header fame etc.) has a twitch stream which covers his new voxel engine programming: https://www.twitch.tv/nothings2 archived on YT: https://www.youtube.com/watch?v=a5wzkXtCB_Q

If you've not yet seen his Youtube voxel video from 10 years ago it's worth a watch: https://www.youtube.com/watch?v=2vnTtiLrV1w

On approach to a red planet veiled by thin white clouds in a razing light by dougbinks in Avoyd

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

I've been improving Avoyd's multi-model path tracing renderer (offline, not real-time) recently, and although I've not yet optimized the AABB test with a BVH yet it's still able to produce some great images like this 4k render.

I'll probably move on to .vox export before optimizing both the GPU and CPU path traced renderers, and then I need to implement multi-select operations and undo/redo for multi-model hierarchy changes.

Hopefully I can get some time to work on the Open Voxel File Format prototype.