Added foliage back in and did some biome blending experiments
#voxels #gamedev
Added foliage back in and did some biome blending experiments
#voxels #gamedev
Cleaned up my shadows, fixed some tree generation issues...... Looking good!
#voxels #gamedev
1000 entity collisions at once at 400 FPS is pretty nice
#gamedev #voxels
The start of entities - collisions and gravity so far. Pathfinding and textures next
#voxels #gamedev
Yeah there is a lot of good research around octrees. I saw the scenes Refuge Studios is tracing and the results speak for themselves, awesome work! I just implemented an Octree in my engine and I'm already happy with results, it will be fun to try to trace shadows and point lights myself soon!
Or is the Octree purely for spatial partitioning
This is pretty cool work! I'm interested in the choice here of an Octree over a BVH or other data structure. Are you using LOD with this?
I'm curious what game design elements you think make the best open world sandbox games. Or if you play them, what separates the best sandbox games from the rest
In my experience, game engine devs equally struggle with keeping their engine/game to scope haha. Lots of performance rewrites, rewrites for different graphics APIs or frameworks or languages or algorithms, rewrites sometimes just because. Soon enough 3 years passed and all you've done is rewrite!
No bullying pill guy! Hah nice work, what kind of game will this be?
It's interesting as a voxel programmer - most people in this space write their own engines since open world voxel sandboxes are sparsely supported in engines like Unity. So most people accidentally fall into the "engine dev community" despite wanting to make the next Minecraft at the start...
90% of game engine devs I know quit after a couple years or give up on making games and just do renderers. Maybe more, I'm not sure I can confidently say even 10% go to market
Sometimes I feel like motivation is the biggest factor in project outcome/success, in which case I guess there is definitely some luck involved haha
A substantial amount of people in the low level game engine dev community have a serious problem committing to their engine without massive rewrites every 6 months. Its so bad I feel like at least half the people I see quit do it for this reason
Ah I love tiny voxels, this is looking georgeous! Nice to see another voxel engine dev, they are hard to find haha.
How are you finding Bevy? I've heard good things about it but never tried it
Ah my mistake, both have very good artwork though ๐
This is my favorite part of video game development, indie devs can and regularly do compete with big studios! Its amazing knowing your work has that much potential
I wasn't sure if I wanted DRM in my game, but after seeing Palworld doing so well with none at all, I think it might be a good idea
For a second the title screen on the left made me think of the Pokemon game's title screens with the two legendaries facing off haha
Two hours is a long time, but not too bad. I might need to try that out sometime I never considered doing that haha
Wow thats definitely a neat take on Minecraft UI, I actually really like that on the top half haha
Custom font? Thats looks really fancy!
The basic survival mode is done! The hotbar and inventory is functional in creative and survival mode.
I've also made a start menu so we can start working on world saves. Caves are also in progress - it's tough making them generate fast in such a large world!
#voxels #gamedev
Just to give perspective - I'm rendering 100,000 blocks in all directions around the player here at 160 FPS on my GTX 1070, about ~9 year old GPU (so the world is 200,000 blocks in diameter). About equal to a render distance of ~6,000 in Minecraft in all directions
BIG update on the LOD! Trees, houses, biomes all work with the LOD as you fly around! This is a 65,000 block long world, at about 200 FPS on my GTX 1070
#voxels #gamedev
The fog now absorbs light from the sun!
#indiedev #gamedev #voxels
Very pretty!
Raymarching some clouds! Real time rendered ~
#indiedev #gamedev #indieGameDev #voxels
Looking into ways to make the LOD still work when moving, then we can move onto entities
#indiedev #gamedev #indieGameDev #voxels
If you work on a voxel game/engine @ me - I want to follow you!