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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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 ...
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0answers
32 views

Having an issue with generating chunks in a voxel engine [closed]

I am working on a voxel engine and I started doing some worldgen. I generate chunks on a different thread, because it causes too much lag to put on the main thread. When I start playing the chunks ...
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1answer
67 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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0answers
41 views

OpenGL Occlusion Culling - flickering problems

I have implemented occlusion culling in my app and I think why the problem is happening but I am not sure how to solve it. My scene is divided in different chunks (voxels) and I am rendering each ...
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1answer
142 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 ...
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How are voxel terrain engines made?

A few days ago I found something called voxel terrains and I think that they're pretty cool. But I don't know anything generating them. Do you model it in your modeling software or use something like ...
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1answer
93 views

Rendering a Voxelized Mesh [closed]

I've been reading many papers about how to voxelize meshes using different GPU techniques, but I've ran into a problem that I'm not sure how to solve properly. I understand the process of how to ...
0
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1answer
586 views

How to texture voxel terrain without triplanar texturing?

How can a voxel terrain (marching cubes) be textured without triplanar mapping ? The goal being to have more artistic freedom. I think, I could unwrap the mesh while extracting the isosurface then ...
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0answers
44 views

Voxel sparse octrees for indirect illumination

I don't understand the use of voxel sparse octrees for indirect illumination calculations. First of all, what exactly is happing? We're rendering the scene as usual with diffuse lighting. In the ...
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1answer
115 views

Voxel engine/vertexes: how to add more and more different textures during game runtime and change some of the blocks' faces?

It's difficult to ask this, but I'll try. The thing is: I asked before somethings about creating ramps and blocks with vertexes. [I'm using C#/XNA.] Explanation: now I got a chunk that has blocks ...
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5answers
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Working with lots of cubes. Improving performance?

Edit: To sum the question up, I have a voxel based world (Minecraft style (Thanks Communist Duck)) which is suffering from poor performance. I am not positive on the source but would like any possible ...
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1answer
85 views

Ambient occlusion of cubes, a specific case

After much fiddling around and thinking I've got my AO working on my game engine as intended; except one specific case. When a block is nestled between others on two sides, but the corner block is ...
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6answers
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Free voxel editor? [closed]

Does anyone know of a good free voxel editor and/or voxel-to-mesh converter?
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2answers
271 views

Can someone explain dual contouring?

I've been trying to understand voxel rendering and have been looking at dual contouring (DC). So far I understand this much: Run a density function for a set of grid points (i.e noise function) ...
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6answers
2k views

Is Unlimited Detail real?

Many aspects of Unlimited Details Unlimited Detail Technology seems dubious to me, even the introductory paragraph (because of the usage of the word unlimited): Unlimited Detail is a new ...
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2answers
112 views

Building a chunk w/ blocks: making ramps. How to detect if blocks are making “stairs” (like in a mountain) and should be turned into ramps?

My question is quite simple, but the answer may be not. I am studying and making a voxel engine, generating block vertices around its center position with TriangleList primitive at C#/XNA. The ...
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1answer
158 views

Minecraft - like lighting engine

So I was looking on how to create a minecraft - like lighting engine and I found the following post: How can I implement lighting in a voxel engine? The answer to it was incredible and perfectly ...
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3answers
203 views

How to load stacking chunks on the fly?

I'm currently working on an infinite world, mostly inspired by minecraft. A Chunk consists of 16x16x16 blocks. A block(cube) is 1x1x1. This runs very smoothly with a ViewRange of 12 Chunks (12x16) ...
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1answer
2k views

Making efficeint voxel engines using “chunks”

Concept I'm currently looking in to how voxel engines work with a view to possibly making one myself. I see a lot of stuff like this ... ...
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1answer
3k 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 ...
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2answers
388 views

Best way to read expandable voxel world (hashmap) such as in Minecraft

I'm building a 3D multiplayer Roguelike-style engine (tile and turn-based) and I'd like to make the worlds virtually "infinite", similar to what you would see in Minecraft. I'm storing data in a ...
4
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4answers
1k views

I'm a single developer making a game made of blocks. Can I make 3d characters made of blocks without looking like Minecraft?

I would like to differentiate the look as much as I can but yet it has to be within the limits of what is reasonable for a single programmer can do. I have alot of ideas that would make the game ...
7
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1answer
280 views

HLSL - Voxel texturing

I'm currently trying to develop a Voxel Engine using Direct3D 9 and C++. To keep the memory usage low, i'm only passing the position, the orientation and the offset of the current voxels texture in ...
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1answer
411 views

Top-Down Octree Generation of Procedural Terrain

I'm trying to implement a voxel-based terrain generation system in Unity3d (C#). I have successfully implemented a uniform 3d grid system, and have extracted the isosurface out using Marching Cubes ...
47
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7answers
11k views

How to improve Minecraft-esque voxel world performance?

After playing Minecraft I marveled a bit at its large worlds but at the same time I found them extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume Minecraft is ...
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1answer
80 views

Can you specify which VBO/EBO to use with glDrawElements?

I'm creating a voxel-like game. I'm not sure if I am using VBO/EBO's correctly. I am creating a new VBO & EBO for every chunk. This is done once, but chunks call a render function in every block ...
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1answer
170 views

Multithreading issues - Frame skips [closed]

So I am trying to multithread a Voxel engine in C# made with Sharpdx and I am having a few issues: This is the class I have : #region using System.Collections.Concurrent; using ...
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0answers
89 views

Creating a voxel chunk with a VBO - How to translate the coordinates of each block and add it to the VBO chunk?

I'm trying to make a voxel engine similar to minecraft as a little learning experience and a way to learn some opengl. I have created a chunk class and I want to put all of the vertices for the whole ...
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0answers
132 views

Alternatives to voxel-based terrain

Are there any alternatives to voxel based terrains? Such terrain should be fully destructable, allow for arches, overhangs, preserve sharp features where needed and keep consistent topology. ...
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2answers
310 views

Find the next cell in a grid from a point and direction

I'm trying to solve a very simple problem but I'm unable to come-up with an efficient solution so far. What I'm really trying to do is voxelize triangles in a three dimensional environment but I'll ...
3
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3answers
556 views

Why haven't graphics cards been designed for voxel rendering?

I stumbled across the following article on Wikipedia regarding voxels that says: One such problem cited by Carmack is the lack of graphics cards designed specifically for such rendering requiring ...
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1answer
97 views

How to retrieve a cube collision by faces

I work for a while on a minecraft game (voxel). I am front a problem for a long time about the collision detection. I want recover the cubes collision from my highlighted black's cube like on the ...
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0answers
88 views

How calculate a new node after cutting a node into an octree

I'm working on a small XNA game, voxel-based like minecraft. I've recently faced a problem in how to delete a node (cube) from an octree and re-calculate the new octree afterward. I have already ...
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2answers
6k 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 ...
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2answers
530 views

Can I optimize my voxel meshing regardless of different textured blocks?

At the moment, I mesh every voxel in my terrain data to a block with 4 vertices for each face. This makes assigning texture coordinates of my texture atlas very easy, since I can just pick the desired ...
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0answers
38 views

Tips for density terrain function (using Marching cube) [duplicate]

I've just implemented the marching cube algorithm and tried it out with some different functions for the density, and I think it's working! Ex) density = -v.y + sin(-v.x) + sin(-v.z) But I can't ...
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1answer
72 views

How to create more vertexes from within a shader in OpenGL?

when rendering voxels in octrees, the only information necessary is the current octree-level, -position and colour/texture. But one has to send eight vertices to the rendering pipeline in order to ...
2
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1answer
118 views

Rasterizing parametric solids in Minecraft voxel space

I'm trying to render giant procedurally generated trees in Minecraft. I have code that generates a tree model and represents it parametrically as a collection of cones and spheres using vectors and ...
2
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1answer
192 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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2answers
222 views

Loading chunks of the terrain relative to the player's position

I'm making a small voxel-based multiplayer WebGL game with a Node.JS server which handles player positions and sends terrain chunk data to the clients. This is an example of how I'm currently sending ...
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2answers
526 views

Voxel Lighting in Unity3D

I'm working on a Voxel project in Unity3D for fun and learning. I've been reading up on how this is done and have implemented a simple Voxel map in my project. My question is about the lighting. I've ...
3
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2answers
817 views

When would you use an octree in a voxel Engine?

I've been reading about Octrees, and I understand how they work (or at least I think I do). However, I can't figure out why you would use octrees instead of a simple multidimensional array. In my ...
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1answer
111 views

Storing attributes in static geometry

I have a Minecraft like world where I statically create one instance of each tile type, and then place it around the world. However, I don't know how to actually change individual attributes for each ...
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1answer
1k views

Producing a smooth mesh from density cloud and marching cubes

Based on my results from this question I decided to build myself a 3D noise map containing float values in place of my existing boolean point values. The effect I'm trying to produce is something like ...
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3answers
529 views

Managing Voxel Data

I've been programming in C++ as a hobby for about 4 months now, and I've really loved creating stuff using voxels. I wrote a "game" (More of just a personal challenge, as I really only did the ...
8
votes
1answer
481 views

How can I extend btCollisionAlgorithm to enable collision with a voxel terrain?

I am using Bullet, and am attempting to make a collision algorithm that generates contact points off of a cube-based terrain along with the appropriate collision response. I also plan to extend this ...
2
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1answer
205 views

Color bleed on voxel edges when using anti-aliasing

My Minecraft-like game uses a texture containing four block IDs in each pixel (RGBA). These IDs are used in the shader to determine what color each whole block should be. I'm having an issue with ...
2
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2answers
754 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 ...
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1answer
321 views

Hardware instancing for voxel engine

i just did the tutorial on Hardware Instancing from this source: http://www.float4x4.net/index.php/2011/07/hardware-instancing-for-pc-in-xna-4-with-textures/. Somewhere between 900.000 and 1.000.000 ...
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2answers
417 views

How to determine if a 3D voxel-based room is sealed, efficiently

I've been having some issues with efficiently determining if large rooms are sealed in a voxel-based 3D rooms. I'm at a point where I have tried my hardest to solve the problem without asking for ...