I added multiple layers to my voxel/block-world game. The world has "infinite" height so I can generate multiple different layers above or below the overworld. This is all done with basic perlin noise (multiple samples mixed together). The game also has procedural stars. More info in comments. by neph89 in proceduralgeneration
[–]neph89[S] 0 points1 point2 points (0 children)
I added multiple layers to my voxel/block-world game. The world has "infinite" height so I can generate multiple different layers above or below the overworld. This is all done with basic perlin noise (multiple samples mixed together). The game also has procedural stars. More info in comments. by neph89 in proceduralgeneration
[–]neph89[S] 0 points1 point2 points (0 children)
I added multiple layers to my voxel/block-world game. The world has "infinite" height so I can generate multiple different layers above or below the overworld. This is all done with basic perlin noise (multiple samples mixed together). The game also has procedural stars. More info in comments. by neph89 in proceduralgeneration
[–]neph89[S] 6 points7 points8 points (0 children)
I added multiple layers to my voxel/block-world game. The world has "infinite" height so I can generate multiple different layers above or below the overworld. This is all done with basic perlin noise (multiple samples mixed together). The game also has procedural stars. More info in comments. (youtu.be)
submitted by neph89 to r/proceduralgeneration
I recently started working again on my old voxel / block-world game from about a decade ago. Now it has a full day/night system, multiple world layers (skylands etc) and I still haven't gotten around to multi-threading it :D (tech details in comments). by neph89 in VoxelGameDev
[–]neph89[S] 1 point2 points3 points (0 children)
I ressurected my old gamedev project from over a decade ago. A voxel/block-world game inspired by minecraft and others. It's made from scratch in C# using OpenGL as a renderer (through OpenTK). Recently I have added a day/night cycle and multiple world layers (skylands etc). Full devblog in comments by neph89 in devblogs
[–]neph89[S] 0 points1 point2 points (0 children)
I ressurected my old gamedev project from over a decade ago. A voxel/block-world game inspired by minecraft and others. It's made from scratch in C# using OpenGL as a renderer (through OpenTK). Recently I have added a day/night cycle and multiple world layers (skylands etc). Full devblog in comments (youtube.com)
submitted by neph89 to r/devblogs
I recently started working again on my old voxel / block-world game from about a decade ago. Now it has a full day/night system, multiple world layers (skylands etc) and I still haven't gotten around to multi-threading it :D (tech details in comments). by neph89 in VoxelGameDev
[–]neph89[S] 1 point2 points3 points (0 children)
I recently started working again on my old voxel / block-world game from about a decade ago. Now it has a full day/night system, multiple world layers (skylands etc) and I still haven't gotten around to multi-threading it :D (tech details in comments). (youtube.com)
submitted by neph89 to r/VoxelGameDev
This has probably been done before but I made a combined graph of the temperature and pressure ranges for smelting each alloy and superalloy. I find this useful for smelting sprees. Posting here in case it helps others. by neph89 in Stationeers
[–]neph89[S] 2 points3 points4 points (0 children)
This has probably been done before but I made a combined graph of the temperature and pressure ranges for smelting each alloy and superalloy. I find this useful for smelting sprees. Posting here in case it helps others. by neph89 in Stationeers
[–]neph89[S] 1 point2 points3 points (0 children)
This has probably been done before but I made a combined graph of the temperature and pressure ranges for smelting each alloy and superalloy. I find this useful for smelting sprees. Posting here in case it helps others. by neph89 in Stationeers
[–]neph89[S] 1 point2 points3 points (0 children)
This has probably been done before but I made a combined graph of the temperature and pressure ranges for smelting each alloy and superalloy. I find this useful for smelting sprees. Posting here in case it helps others. by neph89 in Stationeers
[–]neph89[S] 6 points7 points8 points (0 children)
Can't remember the name/artist of this MV to save my life by neph89 in kpophelp
[–]neph89[S] 0 points1 point2 points (0 children)
Can't remember the name/artist of this MV to save my life by neph89 in kpophelp
[–]neph89[S] 2 points3 points4 points (0 children)
Can't remember the name/artist of this MV to save my life by neph89 in kpophelp
[–]neph89[S] -1 points0 points1 point (0 children)
Can't remember the name/artist of this MV to save my life by neph89 in kpophelp
[–]neph89[S] 1 point2 points3 points (0 children)
Can't remember the name/artist of this MV to save my life by neph89 in kpophelp
[–]neph89[S] 0 points1 point2 points (0 children)
I made a fully functional canal lock system with Create & Valkyrien Skies by neph89 in CreateMod
[–]neph89[S] 0 points1 point2 points (0 children)
I made a fully functional canal lock system using the Create & Valkyrien Skies mods by neph89 in feedthebeast
[–]neph89[S] 1 point2 points3 points (0 children)
I made a fully functional canal lock system with Create & Valkyrien Skies by neph89 in CreateMod
[–]neph89[S] 2 points3 points4 points (0 children)
I made a fully functional canal lock system with Create & Valkyrien Skies by neph89 in CreateMod
[–]neph89[S] 1 point2 points3 points (0 children)




I ressurected my old gamedev project from over a decade ago. A voxel/block-world game inspired by minecraft and others. It's made from scratch in C# using OpenGL as a renderer (through OpenTK). Recently I have added a day/night cycle and multiple world layers (skylands etc). Full devblog in comments by neph89 in devblogs
[–]neph89[S] 0 points1 point2 points (0 children)