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.
30
votes
3answers
12k 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 ...
6
votes
3answers
1k views
How do I implement a Bullet Physics CollisionObject that represents my cube like terrain?
I've successfully integrated the Bullet Physics library into my entity/component system. Entities can collide with each other. Now I need to enable them to collide with the terrain, which is finite ...
3
votes
3answers
707 views
How can I change this isometric engine to make it so that you could distinguish between blocks that are on different planes?
I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between ...
3
votes
3answers
2k views
Voxel heightmap terrain editor
I've recently been experimenting with a simple Voxel-based 3d engine (think Minecraft) which uses heightmaps to define terrain in the following format:
http://en.wikipedia.org/wiki/Heightmap
Does ...
4
votes
4answers
457 views
Cast ray to select block in voxel game
I am developing a game with a Minecraft-like terrain made out of blocks. Since basic rendering and chunk loading is done now, I want to implement block selecting.
Therefore I need to find out what ...
4
votes
2answers
2k views
How to store 2D tile-map
I want to create a 2D map composed of small tiles, that should look like voxels (eg. this just from side).
I think I can make a structure like Voxel2D, that have int X, Y and some Color, and every ...
7
votes
2answers
132 views
Determining if removal of a voxel will break up a group
I have the following situation: I have a 3d grid of voxels (on/off, the max size is probably 128x128x128). I know in advance that inside the grid, all the voxels that are turned on are interconnected, ...
2
votes
3answers
889 views
Optimized rendering of a cube mesh world
I want to render a cube-mesh (a.k.a. Minecraft-style) world. If I render each existing cube it will eat up FPS pretty quickly. How can I optimize it? I understand that the point is to not render ...
33
votes
5answers
11k views
What are some good resources for building a voxel engine?
What are some good resources (tutorials, code, papers, etc.) for learning about voxel rendering?
16
votes
3answers
2k views
How can I generate floating land masses for a Minecraft-like engine?
I am creating a Minecraft-like engine in XNA. What I want to do is create floating islands similar to the one shown in this video:
http://www.youtube.com/watch?v=gqHVOEPQK5g&feature=related
...
10
votes
5answers
2k 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 ...
20
votes
1answer
6k views
Is a voxel engine appropriate for a Minecraft-like game?
Why does Minecraft use polygons to draw the world terrain instead of voxels? Would a voxel based rendering engine be appropriate for a fully destructible game world built out of cubes like Minecraft? ...
18
votes
3answers
4k views
For voxel rendering, what is more efficient: pre-made VBO or a geometry shader?
Given a fairly static voxel array, what is more efficient: using the CPU to pre-generate a VBO to render the voxel faces (ignoring more advanced forms of rendering like marching cubes for now) or ...
12
votes
4answers
2k views
How can I implement voxel-based lighting with occlusion in a Minecraft-style game?
I am using C# and XNA. My current algorithm for lighting is a recursive method. However, it is expensive, to the point where one 8x128x8 chunk calculated every 5 seconds.
Are there other lighting ...
-1
votes
3answers
2k views
3D Procedural Planet Generation
I was looking for some inspration for my Voxel based game I am writting and came across this: http://www.youtube.com/watch?v=rL8zDgTlXso. I would like to know how to go about (or preferably source ...
6
votes
2answers
459 views
Cave generation with Perlin worms
I'm currently trying to generate a Minecraft like voxel terrain with 3D Simplex Noise and also want to implement caves.
I found the method of Perlin Worms in this thread, which generates really nice ...
3
votes
2answers
1k views
Collision Detection problems in Voxel Engine (XNA)
I am creating a minecraft like terrain engine in XNA and have had some collision problems for quite some time. I have checked and changed my code based on other peoples collision code and I still have ...
2
votes
2answers
269 views
Understanding marching cubes and voxel data relationships
in case it matters i'm doing all this in unity with C# ...
I think I missed something or maybe don't understand the logic correctly.
I have an existing voxel engine that looks very "minecrafty" at ...
2
votes
2answers
174 views
Should I always be checking every neighbor when building voxel meshes?
I've been playing around with Unity3d, seeing if I can make a voxel-based engine out of it (a la Castle Story, or Minecraft).
I've dynamically built a mesh from a volume of cubes, and now I'm ...
1
vote
1answer
290 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 ...