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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150 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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1answer
561 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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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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1answer
109 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
353 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
120 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
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 ...
2
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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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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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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 ...
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0answers
85 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
144 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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0answers
162 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
104 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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0answers
24 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 ...
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0answers
33 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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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 ...
0
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0answers
89 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
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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0answers
77 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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0answers
285 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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0answers
169 views

Texturing Custom Meshes/Terrain?

Here's the scenario: I procedurally generate terrain on the fly, creating an isosurface which is an overlay on top of a scalar field of data points. These underlying data points are basically voxel ...