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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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
293 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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0answers
44 views

Blinn-Phong lighting on Voxel models

I'm creating a game that is going to use voxel models. However I got stuck when I coded my shader using Blinn-Phong algoritm. Here is how it look (Only care about the red model): As you can see ...
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0answers
33 views

How should I go about scripting voxel behavior?

I'm trying to add scripting to my voxel application. The scripts are meant to define blocks and their behaviors. However, this also means I must have unique data for each block since the script is ...
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1answer
212 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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1answer
37 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
55 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
86 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
166 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 ...
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1answer
67 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 ...
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2answers
196 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
111 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
97 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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1answer
158 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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2answers
847 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 ...
3
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2answers
378 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 ...
6
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3answers
2k views

How to texture a surface generated by marching cubes algorithm?

I'm working on a voxel game, and I have some problems with texturing. I have read the related questions on this stack exchange, but they seem adressing a generic problem (using triplanar texturing), ...
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1answer
83 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
772 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
57 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 ...
55
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6answers
14k 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 ...
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0answers
85 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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3answers
7k 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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1answer
76 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
61 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
86 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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2answers
2k 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 ...
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2answers
109 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 ...
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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
151 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
49 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), ...
16
votes
6answers
3k 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 ...
0
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1answer
148 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 ...
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1answer
284 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
119 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 ...
45
votes
3answers
30k views

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 ...
0
votes
1answer
165 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
votes
0answers
62 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 ...
11
votes
5answers
4k views

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 ...
1
vote
1answer
141 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 ...
23
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6answers
19k views

Free voxel editor? [closed]

Does anyone know of a good free voxel editor and/or voxel-to-mesh converter?
7
votes
2answers
533 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) ...
0
votes
2answers
167 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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votes
1answer
269 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 ...
7
votes
3answers
248 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) ...
2
votes
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 ... ...
18
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1answer
6k 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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2answers
473 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
votes
1answer
376 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 ...