VOlumetric piXEL (volumetric picture element). An approach to world construction that uses small, uniform volumetric elements as opposed to the larger, non-uniform polyhedra most commonly found in contemporary games.

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Voxel tutorial NullReferenceException: Object Reference not set to an instance of an object

I'm working my way through this voxel tutorial in Unity. I'm on part 3, and it's showing me how to create a chunk within the world. I've copied the code, but I think I am missing something. The error ...
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2answers
223 views

How to render water reflections on multiple heights

I'm making a voxel game on OpenGL, and are trying to find a way to render semi-realistic water (At least partially good looking, it doesn't need to be strictly scientific accurate). All sources ...
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0answers
31 views

2D Voxel Game Chunk Question

I'm currently working on a 2D Voxel game. I started with a big blocks array with all blocks inside it, but it is not very good for performance, so I'm currently switching over to chunks. My question ...
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1answer
116 views

How to create a minecraft style world that is based of a heightmap

for my game I am trying to create a minecraft style world that is based of a heightmap that I made In photoshop. I am trying to make the map like 7km and 1 cube is 1m. but i haven't found a way to do ...
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1answer
103 views

Efficient vertex buffer memory management?

I am building a voxel engine with a similar mechanism to minecraft(yes, I know...). It works by loading and unloading individual chunks of 16*64*16 cubes each in a square grid around the player. This ...
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1answer
71 views

Unity: Model Construction on the fly

So, forgive me if some of the terminology is wrong, I am just getting started with Unity again and I can't remember the proper names. I'm also on my phone, so I didn't have unity in front of me when I ...
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0answers
110 views

Building an Octree for terrain generation

I've previously implemented marching cubes/tetrahedra to render an IsoSurface. It worked (YouTube), but the performance was dire as I never got around to implementing LoD (or even removing distant ...
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1answer
53 views

Question on specific custom inspector

Ive just finished Alex Stv's Voxel tutorial on http://alexstv.com/index.php/category/voxel-tutorial, and realized it would be very handy to have a custom inspector for the TerrainGenerator variables, ...
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1answer
148 views

How is Signed Distance Field Ray Marching implemented for a dynamic world?

I think I understand the basics of Signed Distance Field Ray Marching. You model your scene with a bunch of distance fields (such as these: ...
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0answers
31 views

Pre-existing voxel tools/libraries for Java [closed]

I want to do some development using voxel data as well as rendering it. My interest is more in the project its self, rather then things like working out rendering optimization techniques and working ...
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1answer
76 views

How to remove voxel lights with Minecraft-style algorithm?

I am making a voxel game. I have researched lighting techniques, and the minecraft-style algorithm appears the most efficient. When blocks are placed, they are marked for update. The engine performs a ...
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1answer
69 views

Keep track of VoxelData/NPC in parallel Level

Background I'm tring to make a First-Person-Shooter Game in a Voxel-World (Finit Size) with Unity3d. The Player has some kind of a Base that he has to protect against Enemy units. There are also ...
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1answer
59 views

TileMap or Voxel collision detection

I have a conceptual question: In the case of Tile Map, each block has the information from the enemies who are going about it. But what if some of these enemies are far greater than the block? I have ...
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0answers
29 views

How can I stream only the visible layer of objects?

So I've ported a terrain generator to SA:MP (a GTA:SA mod that connects you to players around the world). The terrain is generated perfectly, after only a few hours of scripting. I was surprised how ...
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1answer
86 views

Draw cube in glsl shader

I am working on a voxel engine. Currently my cubes are rendered as vbos. I thought, it may be better to load only the cooridinates of voxels to the shader and make it draw a cube itself. Can someone ...
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1answer
42 views

Simple voxel-block melee removing script

I'm trying to create a voxel based game, now I want my character to remove blocks with a melee weapon, but I'm not sure which way to go. I mean is it the only way to get the Block with a raycast? I ...
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1answer
80 views

Greedy Mesh generation for a voxel-based game

EDIT: I have already found my problem and fixed it (but I cant accept my own answer for another 2 days) I'm currently making a 3D voxel-based game and now that I have started optimising some aspects ...
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1answer
89 views

What algorithm is used to select a voxel (from a player's perspective)?

In first-person voxel games (like Minecraft, shown below) you can select voxels by going over them. What kind of algorithm is used to select a voxel? I haven't implemented it in my voxel ...
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2answers
91 views

OpenGL what is VBO and when to use it?

So I am currently creating a game based on static voxels, there is no manipulation of voxels, which allows me to optimize it more. Now, my friend was kind enough to teach me modern OpenGL. Currently ...
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2answers
169 views

How do I dynamically grow a voxel world in all directions with chunks?

I've organized a Voxel world already but the problem is that it can only "grow" outwards. As a result, there is a single corner where it grows from, then outwards from there on. I want to be able to ...
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0answers
67 views

Dynamic objects in voxel engine

I am writing my own voxel engine based on cubes of different sizes and properties. In order to store and efficiently use voxels I implemented Sparse Voxel Octree storage. But I plan to have many ...
2
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1answer
121 views

How animated block in voxel engine?

In my voxel engine (XNA 4.0) I'm use a vertex buffer for the entire chunk and update it after the set block, changing block metadata or light level. This is not too frequent operation compared with ...
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2answers
106 views

How can i handle collision response in a voxel game?

I'm making a voxel game with cubes - like in minecraft - and I have figured out how to check wether the player is colliding with a voxel, I have just done it by checking wether the player is within a ...
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0answers
84 views

How do I implement a sparse voxel octree?

I've been working on a voxel engine and I want to implement sparse voxel storage. As I understand it, it works a bit differently from a regular octree and has some neat performance increasing ...
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0answers
51 views

How to convert an octree to a polygon mesh?

So if I have dynamic voxel terrain data stored in an octree representation what would be the best way to go about converting the octree to a polygon mesh which I can render with OpenGL? A lot ...
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1answer
100 views

How can I store point voxel terrain in octrees

I am writing a voxel engine in LWJGL3 - binding for OpenGL 4 for JVM. Recently I implemented an octree storage of cubic voxels. In my implementation each leaf node of an octree has one voxel, voxels ...
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1answer
178 views

Opengl Best VAO model for voxel engine

I make a voxel engine on LWJGL 3 (OpenGL binding for JVM). I store all object data in world class. World is subdivided into 32*32*32 chunks. Chunks use octree storage. The main part of all my ...
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1answer
226 views

OpenGL How to render a voxel based world scene with many objects

I am working on a voxel game engine using OpenGL binding for JVM languages (scala is my case) - LWJGL 3 for OpenGL version 4.5 . Currently I'm stuck with chunk rendering (32*32*32 blocks). To render ...
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1answer
56 views

Deterministically shuffling of array

I couldn't find an answer to this so I'm asking here, I've made a voxel engine and it's working reasonably well, except for a small detail: I have yet to figure out how to seed my simplex noise ...
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1answer
135 views

Voxel terrain collision detection with AABBs

I'm working on implementing collision detection on voxel terrain (Like Minecraft) with AABBS. Right now, I have it so I can tell if a point is within a voxel or not, I do this by having a 2D byte ...
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1answer
108 views

Efficient way to store information about neighbour chunks

I've finally managed to implement an infinite chunk loading system for my voxel engine. Since every chunk needs to have information about the border of the neighbouring chunks, I need to access them ...
2
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2answers
1k views

Unity3D: Efficiently loading chunks in an infinite voxel engine

I'm developing a voxel engine in C# using Unity and I'm currently trying to implement infinite terrain, so I took a look at other Unity voxel engines that have infinite terrain. I've seen three ...
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1answer
205 views

Mining cubes out of marching cubes

I originally built the start of my game world with a fully minecraft style structure: chunks, only visible faces rendered, noise, etc. Too blocky. I implement marching cubes. Looks great, horrible to ...
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2answers
587 views

Pathfinding in 3d voxel: waypoints?

I have an application where I have a 3d collision voxel space (passable or non-passable at each point) and I want to plot a short unobstructed path between two points. There are no gravity ...
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1answer
114 views

Overlapping Vertex in DynamicVertexBuffer draw priority?

I am creating a voxel game, and I have recently run into an issue. My world is drawn by a DynamicVertexBuffer, which just consists of vertices for the blocks themselves. On top of that, I switch ...
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2answers
172 views

Storing a block world

I've gotten a basic Minecraft clone working (thanks to gamedev.stackexchange's help! ^_^), but know I have no idea how to save the file. Minecraft itself uses a naive list of block ids as far as I ...
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0answers
88 views

Looking through transparent voxels doesn't show other blocks

In my voxel game, looking through the transparent water blocks can sometimes cause blocks in other chunks not to show. The water is in its own VBO, and the face facing the other chunk (in the ...
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0answers
142 views

Actual use of sparse voxel octrees in a game engine

Looking for different ways to speed up my simple voxel system reducing the number of voxels and generated triangles, I stumbled upon these sparse voxel octrees. Now, I read a lot about it: how do they ...
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1answer
94 views

Creating a queue for BeginInvoke method - loading chunks

I have a voxel game similar to Minecraft. I have a funciton PushLoadedChunks(Direction) that pushes all of the loaded chunks forward, backward, left, right. This is done with ...
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1answer
108 views

How do I get realistic sliding contact between objects in a voxel grid?

I have a 3D grid of voxels in my game. Entities walk around with simple physics that represents them as an axis aligned bounding box with velocity, mass and acceleration. The way I'm doing collision ...
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1answer
84 views

Finding break in voxel grid (3D array)

I am working at dynamic voxel engine in Unity (something like Space Engineers) where player can create object from voxels, push them, damage and split in to other object. I store all data in 3D ...
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1answer
118 views

Methods to remove horizontal world slices of voxels in a 3D voxel world

I've recently been working on a hobby voxel world recently. I'm currently interested in ideas or solutions which would enable me to basically step up and down the Y-axis 1 horizontal block slice at ...
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1answer
352 views

Marching Cubes Chunks

i'm doing some voxel based game, where i want to have voxel planets. i decided to use the marching cubes algorithm, and i successfully created a planet (even with noise) with the following density ...
2
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1answer
558 views

Voxel (Marching Cubes) Terrain Creation / Terrain Editing

im working on a voxel based game in unity. the terrain(sphere-->planet) should be out of voxels and at first i built a minecraft like voxel plugin for unity. this means that i had a sphere out of ...
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2answers
141 views

Voxel Engine in XNA - Block as Class Renders, Block as Struct Doesn't

Edit: I almost forgot to mention - when I place NEW blocks they render, but nothing triggers the originals to render (I have a button assigned to recalculate/redraw for every block surrounding (and ...
10
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2answers
2k views

How to make natural looking voxel

I'm developing a voxel game, but I think I use the wrong technique. I currently use flat tiles, to make blocks, and I think theres a better and more efficient way. I have seen a voxel game, which ...
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2answers
220 views

How can I build Minecraft-style light propagation without recursive functions?

This question is more about expanding on an answer posted for an old but similar question. Part of the answer says this: You simply fill the sunlight from the top to the bottom, every layer is ...
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0answers
58 views

Unity: Combine two UVs by alpha

I'm currently creating a voxel game like Minecraft. To display the damage of blocks, I want to combine the alpha channel of one part of my texture map with the actual texture (like Minecraft does), ...
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1answer
505 views

AABB swept collision response with voxel world

I followed this tutorial: link and I was able to make it work with 3d voxel world collisions. But the problem I have is with collision response. I want to make player slide against the wall if he is ...
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1answer
196 views

Marching cubes leaving holes in the mesh

Hi I'm trying to reproduce GPU Gems 3 chapter 1 (Generating Complex Procedural Terrains Using the GPU) and so far I managed the basics... Now I'm betting some strange output. I started with the ...