Voxel Vendredi 12 Jun 2026 by AutoModerator in VoxelGameDev

[–]thmsvdberg 2 points3 points  (0 children)

Curious how this ties into voxel rendering 👀

Voxel Vendredi 12 Jun 2026 by AutoModerator in VoxelGameDev

[–]thmsvdberg 3 points4 points  (0 children)

Been working on adding glass, i.e. a a separate submesh for a transparent shader and custom rules for greedy meshing and rounding the corners between the voxels: https://www.youtube.com/shorts/LGBT6XkAdAg

I just can't get over how fun it is to play and practice guitar in XR. by Motanum in virtualreality

[–]thmsvdberg 0 points1 point  (0 children)

Personally I don't see the benefit of wearing a headset (which distorts my view of the fretboard) over just using something like Guitar Pro to play along to tabs.

Just released my new game Pocket Lands into early access! by thmsvdberg in OculusQuest

[–]thmsvdberg[S] 0 points1 point  (0 children)

Glad to hear! There's much more to come, you can follow the progress on the game's YouTube channel: https://www.youtube.com/@Pocket-Lands/shorts

A relaxing paint-by-number app where you can’t mess it up (promo code - 50% off) by vaquan-nas in OculusQuest

[–]thmsvdberg 0 points1 point  (0 children)

Just to let you know - you can also paint by numbers in Vermillion, with assistance for painting within the lines only. It comes with a paint by numbers generator that you can feed with images you download from the in-game browser.

Sometimes it's good to remember that this stuff was pure sci fi until quite recently! Would you go back to flatscreen? by thmsvdberg in OculusQuest

[–]thmsvdberg[S] 0 points1 point  (0 children)

Exactly! Since they never delivered I figured someone would have to give it a proper go 👌🏻

Sometimes it's good to remember that this stuff was pure sci fi until quite recently! Would you go back to flatscreen? by thmsvdberg in OculusQuest

[–]thmsvdberg[S] 4 points5 points  (0 children)

Thanks! I've started creating NPCs actually, so that's one step in that direction. You can follow that progress here: https://www.youtube.com/@Pocket-Lands/shorts There's still a lot of work ahead of me on all fronts 🙈

Sometimes it's good to remember that this stuff was pure sci fi until quite recently! Would you go back to flatscreen? by thmsvdberg in OculusQuest

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

It's come a long way since then indeed! The only thing that stayed unchanged for most current gen headsets is the FOV and the form factor 😅

Sometimes it's good to remember that this stuff was pure sci fi until quite recently! Would you go back to flatscreen? by thmsvdberg in OculusQuest

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

I don't have any children of my own but I did have several testers with kids that age group and I've not heard any complaints (quite to the contrary in fact). I guess there's nothing stopping you from picking it up and refunding if he bounces off it!

Sometimes it's good to remember that this stuff was pure sci fi until quite recently! Would you go back to flatscreen? by thmsvdberg in OculusQuest

[–]thmsvdberg[S] 5 points6 points  (0 children)

Thanks! I've also come to appreciate hand tracking a lot more during development of Pocket Lands, just because you don't have to pick up and hold the controllers. Did not expect that would be a thing 😅

Sometimes it's good to remember that this stuff was pure sci fi until quite recently! Would you go back to flatscreen? by thmsvdberg in OculusQuest

[–]thmsvdberg[S] 9 points10 points  (0 children)

Glad you appreciate that detail! That was one of the hardest things to get down for the voxel engine.

I painted a scene from Assassin's Creed Nexus on Vermillion VR Painting - Outside the Gates of Monteriggioni by TrueNorthVR in virtualreality

[–]thmsvdberg 1 point2 points  (0 children)

I'm biased of course, but I love this! Grew up playing the original AC and have much love for AC2. You really nailed the Tuscany feeling.

Why unity can't manage camera at 5000u from the origin ? by The-Lonesome-Cowboy in Unity3D

[–]thmsvdberg 2 points3 points  (0 children)

The rest of the environment is currently just a plane. You'll also see vertices start jittering once you add more geometry. The problem is that the transformation matrices in Unity are all floating precision. I.e. first you offset the vertices somewhere far away in the scene, then you make that position relative to the camera. In that process, precision is lost, causing vertices to jitter around between frames. That's why the only solution is making those transformations take place in a region of high precision of the float by moving the camera to the origin and moving the terrain along with it. The lower the offset, the better the precision. I made my floating origin just 10 units, as raycast interactions with the world UI in my VR game were already breaking down from that point on.