Questions tagged [voxels]

VOlumetric piXEL (volumetric picture element). A way to store volume data as a regular grid of values. This tag should be used on questions relating to voxels.

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49 views

How do I "voxelize" an OBJ mesh that was created in a voxel editor?

I've been trying to find the right workflow to solve my problem for over a month now. Any tip/insight would be greatly appreciated. Scenario: I create a voxel mesh in MagicaVoxel and then, instead of ...
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81 views

How to use transvoxel cell cache with octree structure?

I have been implementing Transvoxel in to my Marching Cubes project in c++. The Transvoxel documentation and available code examples feature cell vertex reuse (caching) via indices. The main benefits ...
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48 views

What voxel rendering technique is used in Build engine games and how can I replicate that in another engine such as Unity or Godot?

Most information on voxel rendering is focused on heightmaps, but with my current understanding I dont see how one could achieve details like holes using a heightmap. In the below photo: details such ...
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29 views

Changing block shape to blend with adjacent blocks

I am in the process of programming a Minecraft like game in Unity. I am currently implementing the block mechanics. My goal is that when a block is placed, it has an effect on its neighboring blocks ...
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1answer
305 views

How do I convert a voxel model to a low-poly mesh with texture mapping that accurately mimics the coloured voxels?

I've created a model in MagicaVoxel (A) and I want to use it in Godot. I imported the model into Blender, but then realized that it's using a very high polygon count for such a simple model. I found ...
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2answers
61 views

what is the fastest way to choose new positions for chunks

I'm having trouble speeding up where I initialise positions for reused / pooled chunks. I found that where I calculate the positions of neighbor chunks, it's even slower than the algorithm I was using,...
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46 views

How to calculate ray unit grid intersections?

P is ray origin, D direction. How do I calculate tx, ty(s)? This is for octree raycast. The primary goal is to get 1st intersection voxel (v) then second (v") and so on.
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24 views

Get direction vector of camera in voxel game

I am currently working on a Minecraft clone (a voxel game). The feature I'm working on is the ability to break blocks. I have a ray-casting/ray tracing algorithm for traversing the voxels, but the ...
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68 views

Cubic Voxel Game, Calculate What Chunks are in the Player's View, using 3D chunks?

I need to calculate what chunks are in the player's view, meaning I need the 3D positions (the bottom, back, left corner in world space) of each chunk that is in the player's view. I'm not worried ...
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2answers
100 views

How to get normals from volume density grid?

I am meshing my volume density data with marching cubes. The density data is a flat array and it's elements contain a) distance from surface, b) a normal (xyz). However this normal is for the density ...
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3answers
165 views

Voxel raycasting algorithm not working correctly

I am using Unity with a compute shader to render to a texture. So far I have been checking points along the rays in units of 1 just for testing, so I know it works. Now I am simply trying to write a ...
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67 views

Octree LOD without traversing the entire tree

I am working on a voxel engine that uses a huge Hashed Linear Octree that reconfigures when you move. Each octree leaf is a voxel. The world is procedurally generated using 2D Perlin noise. The octree ...
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Unreal Engine Procedural Mesh causing crash when rendering chunk size too large

Hey guys im pretty new to unreal but id consider myself a fairly advanced programmer. Im really stuck on rendering my chunks for my voxel game. The implementation is pretty simple and everything works ...
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1answer
62 views

Octree Terrain Destruction and LODs

Meet my octree world: My end goal is to have this world destructible, and I am having an issue warping my head around how this can be done when you have LOD. The basic principle of LOD (as I ...
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85 views

Benefit of storing chunks as Octree leafs vs single block as Octree leaf

I saw many voxel game developers opt for a strategy that involves using an octree whose leaf nodes include a 16x16x16 (or 32^3 or 64^3) chunk instead of having leafs represent a single voxel. What is ...
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1answer
142 views

Shading a concave cube as a convex cube with forced perspective

Context I'm building a graphics pipeline for voxel volumes. I'm using an existing game engine (Bevy) which provides a way to put an object in 3D space. In my application, the voxel volumes can be ...
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38 views

Fast Occlusion Discovery in 3D Point Cloud

I am trying to find occluded objects given a view point at x,y,z in the scene. For instance in the example below all the points constructing trees should be ...
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1answer
118 views

Determining first voxel ray intersects

I'm trying to implement the Fast Voxel Traversal Algorithm on a uniform grid of axis-aligned rectangles. Having read the paper, I understand how the traversing works, but not the initialization. I've ...
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1answer
257 views

Rendering voxel data efficiently

With Metal, I need to pass in an array of primitives to the GPU to be rendered. I'm making a terrain-based voxel game like Minecraft, but I have a problem. foring ...
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1answer
248 views

Intersection of thick line with a grid

There is a popular paper, and numerous examples, on how to efficiently perform collision detection for a line with a grid. However, I'm drawing up blanks on how to do the same thing but with a line ...
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2answers
91 views

How to make player seem bigger / world smaller, without changing world coordinates

I am making a voxel game with OpenGl, I've got the major parts working, except the camera seems small compared to the the blocks. How do I make the camera bigger? Do I do a scaling on the model ...
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2answers
2k views

Texturing different block types on an optimized voxel mesh

I have a cubic world (like Minecraft) where I'm generating chunks. In those chunks, only visible vertices and faces are generated. Currently, it means that if I have a 2x2x1 chunk, it will generate 8 ...
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1answer
513 views

Using octrees as LOD system

I am using an octree to define my 3D voxel world. And I want to use octree subdivision as a LoD system. This means, subdivide close to the player, but far away nodes un-subdivided. But it occurs to me ...
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87 views

How can I create hemisphere worlds (floating islands?) with 3d (or 2d)? Noise (Perlin/OpenSimplex)

I've been experimenting with noise for a while and I've gotten some terrain up: It looks like this: What I'd like instead is to have planets like this (currently mine is in a cube shape) My ...
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263 views

Voxel River Generation at Biome Borders or Biome Blending

I'm creating a voxel (block, Minecraft like) game and I have different biomes (flatland, mountains, ect) and the problem is they are abrupt changes when biomes end /begin. I'm using 3d perlin noise, ...
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2answers
57 views

Should I do interactions between a new class and the main engine via a redirector class, or directly refer to only the classes the new class needs?

I'm making an open-source voxel engine, and there's an architectural problem that I would like an answer to. I have come up with 2 different solutions, and would like your opinions on: When I'm ...
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47 views

How to search through large numbers of discrete objects that interact with each other, like Minecraft blocks?

Imagine you had a world like Minecraft, but wanted to bake in some sort of physics (okay, I was playing minetest actually). For example, blocks under too much pressure might break, limiting how many ...
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1answer
96 views

Unity3D, voxel chunk mesh modification: Further performance improvements

I've flattened my 3D chunk array(Got nice 20ms speed up), modified my VertexData struct (that I use in Dictionary as a key) to have custom hashcode(another 20ms and -2.7mb GC.alloc data speedup). But ...
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1answer
617 views

Unity shader graph: Texturing optimized voxel terrain mesh

I'm new to shader programming, so I decided to use Unity's shader graph for that. I have 256x256 texture atlas(like minecraft) with 4 16x16 block textures aligned on X axis I can successfully assign ...
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1answer
74 views

UV mapping. Texture blurry and overlapping. Unity3d

In my voxel game, this is how I'm calculating UV coordinates for my cubes' faces: ...
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1answer
498 views

Unity generates bad mipmap, making voxel terrains look bad

It's just a dirt terrain with grass blocks on the top. (which are just dirt blocks with green tops.) I sampled a Unity terrain's heightmap, and constructed a voxel terrain based on it, and divided it ...
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1answer
391 views

Setting vertex colors for a marching cubes mesh

I am making a voxel based terrain system (Yes, I know, very original...), anyway... Each voxel should have it's own color so the player can distinguish which type of material it is. For example: dirt ...
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465 views

UV unwrapping and texturing for a voxel terrain

As sugested by another kind user, I started using MagicaVoxel to create the scenery for my game (which is in the 2.5D style of Pokémon Gen 5 or Octopath Traveler). I managed to import the test object ...
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45 views

Converting a multidimensional array to a distance field

I've been working (as so many others before me have) on a small Voxel-type game prototype. So far, i have a 3d array (16 by 16 by 255 elements) that contains block ids - and as of right now, 0 means "...
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48 views

Inclusive vs Exclusive voxel bounding box

Let's say I have a few voxel at (1,1,1) and (2,2,2), I would like to know if would be better to consider that the smallest box that contains both voxels is either (1,1,1) to (2,2,2) or (1,1,1) to (3,3,...
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3answers
2k views

How can I smooth my voxels similar to 7 Days to Die?

7 Days to Die is a voxel space game like Minecraft. However unlike Minecraft, the ground blocks, sand, ore and stone are smoothed so they blend into each other and hills and tunnels appear more ...
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2answers
733 views

How should I store loaded world chunks in RAM (For my game similar to Minecraft)?

I am trying to replicate a chunk loading system, in C, for my own minecraft like game, though I don't know how. Once chunks are loaded, are they placed in an array, or are there a bunch of variables ...
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1answer
415 views

How does a game like Minecraft handle block and entity updates?

I am not asking how Minecraft loads chunks or generates chunks, I am asking about individual blocks and entities and their behaviours. Suppose you have a dirt block: dirt block can be converted to a ...
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1answer
273 views

How can I make an OpenGl/GLSL varying vary throughout a quad instead of a triangle in OpenGl 3.3?

I am, like many others, currently working on a block-based game in C++ and OpenGl. Recently, I added ambient occlusion support. This ambient occlusion is created by modulating the brightness of a ...
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1answer
96 views

Voxel traversal for parabolic projectile arc under constant gravity

For linear polynomials, there's a bunch of algorithms for efficiently determining which voxels to test for collision (eg. A Fast Voxel Traversal Algorithm for Ray Tracing ). I'm having troubles though,...
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91 views

Check whether an object is fully inside/overlapped by other objects in Unity3D?

I have structures made of voxels (cube gameobjects), and I want to make complex structures from them. But I don't always want to place them on the grid. I want them to be more realistic, like ...
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1answer
378 views

Texture with transparency not rendered correctly in LibGDX

The title might be a bit misleading but I'm having a hard time to explain the problem so I'll try with pictures: Same tree from opposite site: I'm trying to create a voxel game and at the moment I ...
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261 views

How to make effective permament rubble in a voxel game made in Unity3D?

I'm working on a semi-voxel game, and I already optimized the voxel structures' meshes by combining and chunking them. When I destroy a voxel, I spawn a low poly voxel fragment, with a rigidbody and ...
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1answer
582 views

On changing a voxel, don't recombine everything again, only modify the changed parts?

I'm working on a voxel based game, where destructible structures are made out of cubes. (Some of them has 3000 voxels) I solved the framerate issues by combining them, but after making it able to ...
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2answers
6k views

Storing voxels for a voxel Engine in C++

I am trying to write a little voxel engine because it's fun, but struggle to find the best way to store the actual voxels. I'm aware I will need chunks of some sort so I don't need to have the entire ...
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44 views

How can I diminish my voxel terrain's height smoothly instead of randomly?

I have a script that is supposed to diminish height smoothly when an int is lowered, I tried perlin noise to make it lower like it would if it where terrain, which is the goal I'm after, but it only ...
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2answers
583 views

Minecraft-Style Voxel Sunlight Algorithm

I'm implementing a pure Minecraft clone, and I want to implement sunlight. I have a basic sunlight algorithm working perfectly in 2D, and I understand how to scale it to 3D. But how do I make it so I ...
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393 views

Voxel terrain generation performance problems

I am trying to create a minecraft clone to practice some stuff in Unity including Raycasting, terrain generation and player controlls. Terrain is generating without any problem with a perlinNoise. My ...
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1answer
376 views

Performance of delta force-esque voxel terrain

I've been reading about voxel terrain lately and often see people asserting that it will absolutely kill performance. What I don't understand is how games like Delta Force managed to have smooth ...
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1k views

Greedy Meshing : Slow to rebuild when updating chunk

I've a problem with my voxel based game. The game is sliced into chunks (Like Minecraft), each chunk is 16x256x16 blocks. When I started the project, I used a basic culling system when hidden blocks ...

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