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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How do I perform interpolation between noise values sampled at a lower resolution?

I'm doing some experimentation with terrain generating using a method similar to that described in this blog post by Markus Persson, where I use 3D simplex noise as a "density" value. Like him, ...
1
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1answer
90 views

Smooth mesh from voxel grid

Im trying to implement smooth voxel grid meshing using marching cubes algorithm but I dont quite understand how to do the interpolating (I understand that this would solve the problem) to achieve the ...
0
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1answer
155 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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0answers
44 views

Rendering blocks in lwjgl, problems with VAO & VBO

//EDIT: Found the solution: had to use GL11.glDrawElements instead of DrawArrays. I'm working on a "voxel based world" engine. At the moment my approach follows these steps: Creation of a Mesh: ...
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1answer
463 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 ...
0
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0answers
32 views

How to determine which chunks to load/unload when moving through an infinite voxel terrain

I'm implementing a smooth voxel terrain engine in C++. The terrain is split into same-sized rectangular 'chunks'. After I moved chunk generation and loading into a background thread, I don't have to ...
3
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1answer
66 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, ...
4
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2answers
2k 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
707 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 ...
0
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0answers
19 views

How To Mesh Models Together

I have been recently using my game engine created on LWJGL 3 to create a voxel game. Just a brief overview on how the voxels work, there are a list of block types that hold a model and bounding info, ...
2
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2answers
398 views

How do I find voxels along a ray?

I am making a voxel engine, and I want to make it possible to create and destroy voxels with the mouse. I use C++ and OpenGL, so C++ examples would be best. So far, I have the camera position and ...
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0answers
24 views

Chunk/Region Compression/Decompression

Reading this article here, the author writes about chunk saving and using a lookup table and then saving each chunk in a region file, each region file having 4096 chunks and each chunk having 4096 ...
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5answers
18k views

What are some good resources for building a voxel engine? [closed]

What are some good resources (tutorials, code, papers, etc.) for learning about voxel rendering?
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0answers
39 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 ...
1
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1answer
66 views

Checking if point is inside the mesh via raycasting - where to cast rays?

I need to voxelize triangle meshes which involves testing if a point is located inside or outside the given mesh. I have just implemented a basic algo based on raycasting and checking the number of ...
6
votes
1answer
402 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: http://iquilezles.org/www/articles/distfunctions/...
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0answers
52 views

3D Voxel Chunks On Round Planets

So I have recently started a 3D voxel game in LWJGL that will focus on procedricly generated planets around a solar system. I currently have blocks and chunks where a chunk contains 32x32x32 blocks ...
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0answers
36 views

Problems with voxel physics

So I have a problem that is divided into performance and how to solve it in voxel physical, obs: I'm using Cubiquity. What am I doing: I test all the blocks. When a different block and air is greater ...
0
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0answers
43 views

Using the perlin noise of unity efficiently?

I have a little problem with my perlin noise values. It is generating a voxel mesh, that is flat. Here is a picture that demonstrates what I mean: As you can see, the terrain lacks any ...
15
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4answers
9k views

Which data structure should be used to represent voxel terrain?

According to the Wikipedia page about voxels, "[...] the position of a voxel is inferred based upon its position relative to other voxels (i.e., its position in the data structure that makes up a ...
3
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3answers
2k views

Constructing a Planetoid Cube World?

This is sort of a multidisciplinary question, so I'm asking it here rather than on one of the other Stack Exchange sites. I've been toying with the idea of making a game that's a mix between ...
2
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0answers
37 views

How to smooth low-res sampling of noise for voxel terrain

I am attempting to create a new terrain generator as part of a minecraft mod, which works very well if it samples at the full terrain resolution (16x256x16 voxels per terrain chunk). This is extremely ...
0
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0answers
40 views

Dual Marching Cubes QEF Explanation

I've been stumped by trying to fully wrap my head around the formula presented for the QEF formula presented within the dual marching cubes paper. The formula that is presented is such: w = actual ...
4
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2answers
3k views

Where and how to smooth a voxel-based terrain surface?

I want to smooth the blocky terrain in a Minecraft-like world. The smoothing affects visual appearance and physics but not the logic of placing and picking blocks. I have my mathematical formula to ...
2
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2answers
310 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 ...
0
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1answer
111 views

dual contouring concept and term translations

I am working on a 3D sandbox mmo with destructible terrain, using Java and LWJGL. I looked at most options to achieve this and found that dual contouring would probably be the best option for me. I've ...
0
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0answers
32 views

Currently up-to-date Minecraft NBT Java library

At the moment, I'm trying to create a Voxel-Renderer just for fun and I'm trying to import Minecraft worlds for testing purposes. Of course I want to minimize my effort because that's not the focus of ...
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0answers
29 views

How to set a specific face's texture color in Unity?

First off, let me describe my situation... So I'm building a voxel engine based on this tutorial. I'm using my own texture tilesheet. Most of the tiles have their own color except grass, leaves, and a ...
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1answer
111 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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0answers
63 views

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 ...
5
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2answers
347 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 ...
0
votes
2answers
190 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 ...
24
votes
1answer
16k views

How do Raymarch shaders work?

I have been looking at shaders found here shadertoy.com and most of the cool ones have noise and raymarch in common. I do not understand the source code at all but I really want to. How do these ...
0
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0answers
61 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 ...
0
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1answer
78 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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votes
1answer
156 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 ...
3
votes
1answer
159 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 ...
2
votes
0answers
135 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 ...
65
votes
6answers
19k views

How can I optimise a Minecraft-esque voxel world?

I found Minecraft's marvelous large worlds extremely slow to navigate, even with a quad core and meaty graphics card. I assume Minecraft's slowness comes from: Java, as spatial partitioning and ...
2
votes
1answer
90 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 ...
2
votes
1answer
71 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 ...
8
votes
3answers
9k views

How to handle a Block World like Minecraft

I want to write a simple game with a block world like in Minecraft. My theoretical question is what is the best way to handle this block informations during playing. My first Idea was a huge array but ...
4
votes
1answer
243 views

Mapping a 3D texture to a standard hollow-hull 3D model

I have 3D models which are typical hollow hulls. If such a model also had a 3D volumetric/voxel texture map then given a point P inside such a model, I'd like to be able to find its uvw coordinates ...
0
votes
1answer
263 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 ...
0
votes
1answer
68 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 ...
2
votes
0answers
33 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 ...
0
votes
1answer
136 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 ...
12
votes
3answers
5k views

Optimizing a mesh for voxel cube landscapes

Playing around with creating minecraftish/lego world landscapes in Unity 3D (procedurally generated voxel landscapes with cubes), I'm finding that the meshes created for these landscapes take up a LOT ...
2
votes
1answer
600 views

How do I clear up artifacts between aligned faces when using AA in XNA 4.0?

I'm working on a graphics engine that lets you walk around a world that is made up of cubes (voxel engine) and I'm having some difficulties getting the results I want. I'm not the best at 3D graphics,...
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votes
1answer
53 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 ...