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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Sparse voxel octree LOD

I am trying to create a sparse voxel octree in Unity but I am having troubles wrapping my head around how they work. Could anyone explain to me how I can populate an octree with noise-generated points ...
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Updating chunk borders when generating new chunks

I am making an infinite voxel terrain that generates around the player. The blue boxes are the chunks that are currently loaded and the white ones are unloaded. When building the mesh for a chunk I ...
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Using perlin noise as a procedural voxel heightmap without a texture atlas in Unity

I was creating a heightmap for my procedural voxel world in Unity using 2D perlin noise. I don't want to use anything from a texture atlas, a brown Unity material is good enough for me. The issue is ...
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Pathfinding on the surface with Marching cubes

I'm making a game where the world is made of 3D density field of Voxels. And I use Marching Cubes to create a mesh using the Voxels. It needs to be fast because You can modify terrain a lot.
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Voxel terrain vs AABB collision detection

I am trying to implement collision detection in a voxel game. Currently I check the side of the collision by finding the closest side and checking whether there isn't a solid block next to that side. ...
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How to send SDF equation to GPU shader?

I am working on a sandbox app that model stuff using SDF and its operators. I want to do the actual rendering on GPU. So once the SDF is defined (ex. box union with sphere, etc.) how do I push it to ...
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Seams between tiled cube unity

Hello i'm generating voxel map but seams are appearing between tile ONLY in camera mode, in the editor everything work fine. Here in the editor camera: Here the player camera: So i guess it has ...
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How to Pass Multiple VBOs to OpenGL for a voxel game

I'm trying to make a voxel engine (NOT based on an octree model). Currently I have a setup with a Chunk class, which stores the following: ...
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What if 3D model voxels/polygons where limited like pixels?

First, let me clarify that I don't understand much about programming, neither about 3D modelling. And I couldn't think or find a better place to ask this, but I hope I don't make too many mistaken ...
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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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3 votes
1 answer
379 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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2 votes
2 answers
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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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2 votes
2 answers
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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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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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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337 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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2 answers
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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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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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1 vote
1 answer
177 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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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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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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1 answer
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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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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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1 vote
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643 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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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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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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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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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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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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1 answer
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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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1 vote
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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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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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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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