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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34 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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41 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
40 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
99 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
126 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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55 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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19 views

How to get the number of terrain cells of each material in a sphere area?

I know the function workspace.Terrain:FillBall(Position, Radius, Enum.Material.Air) shall delete all the terrain in the Radius sized ball at Position, but, how can ...
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26 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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28 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
593 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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1answer
360 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
168 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
87 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
71 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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39 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
139 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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0answers
118 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
117 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
5k 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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39 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
224 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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224 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. ...
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1answer
145 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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0answers
337 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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157 views

XNA 4.0 C# How to draw cube with the index method

EDIT NOTE: I was trying to impliment indexing to my code instead of instancing. I left the indexing method because in my case, I don't need to use it. Preview Untill now I have drawed my cube with ...
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111 views

Throwing away inner faces of cubes of a transparent voxel structure in Unity3D?

I want to create a "Building site is (not) obstructed." indicator for my building system. How can I throw away those faces which would be hidden if the material would be opaque?
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1answer
449 views

Vulkan rendering of Minecraft-like world in C++

I decided on using 16x16x16 (4096 total) chunks of blocks. Problem is with textures. First idea was about texture atlas but it would require a lot of calculation and possible problems in dividing UV (...
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1answer
164 views

how to use 2D noise with a voxel sphere

I have a bunch of voxels, lets just say 64x64x64, that I use to create a sphere/planet. This works very well, but once I try to apply noise to create a more interesting terrain things go wrong. 3D ...
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189 views

How to use Transvoxel tables [duplicate]

Could someone explain how to use the lookup tables provided on http://transvoxel.org/ with the regular Marching Cubes algorithm? I'm not even talking about the whole LOD System etc. I actually ...
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1answer
417 views

Unity block chunk generation pattern

I am trying to do something like Minecraft game in Unity. Currently I am trying to generate a chunk of blocks, given dimensions. I can successfully create a chunk of N x 0 x 0 sized chunk, but due to ...
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1answer
196 views

OpenGL Outlining Cubes in a Greedy Meshed Mesh

So I've managed to get myself a greedy meshing algorithm implemented for a little voxel game I'm developing to teach myself LWJGL/OpenGL, and it's going great. The thing is, I don't plan on using ...
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1answer
385 views

Overcoming fill rate and generation bottlenecks in voxel engine

I decided to make a voxel engine using octrees. I am instancing entire cubes and sending the sizes and positions to the vertex shader. I currently have 2 major problems: Problem 1 - Because the ...
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1answer
41 views

How to find the largest bounding boxes in 3D array to cover all cells?

I'm trying to generate colliders automatically from a 3D array where each cell represents a constant-sized piece in a world (like a voxel). I'm trying to optimize the number of colliders, so I want to ...
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2answers
126 views

Does it make sense to use voxel editors only for meshing?

I am a hobbyist game developer. If there is something that I really don't like is 3D modeling, in particular all the work that needs to be put in the "pipeline" for the creation of models, in ...
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2answers
394 views

Name of this technique used in games such as Minecraft or the sims

In Minecraft, there are some blocks which are a little bit different than just cubes. For example stairs or fences: these elements are "aware" of their surrounding blocks and render differently based ...
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2answers
113 views

How do I determine which voxels to test for collision against the player?

I've implemented Minkowski subtraction to test whether (and where) two AABBs collide, independent of framerate/time-step, in my Minecraft-like game. But since there may be tens of thousands of voxels,...
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0answers
623 views

How to use array texture as a replacement for a texture atlas given thousands of block types in minecraft style game?

I've been trying to figure out how texture atlassing works, only to see people say that you shouldn't do it, and instead use array textures (provided you can target people with that capability, which ...
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0answers
148 views

Design pattern for world objects caching

I'm developing in Unity a voxel-generated terrain and I'm trying to find an extensible design pattern for voxels and more in general, world objects caching. E.g. storing in a 'ChunkCache' class only ...
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3answers
7k views

How to increase MagicaVoxel size limit?

I need to increase the size of the field you make models in by at least 20. It really doesn't make sense why you cannot go beyond 126x126x126 because in the MagicaVoxel viewer, there are sample models ...
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0answers
277 views

How to efficiently batch blocks and reduce drawcalls in a voxel-like game

To fully get the benefits of GPU instancing in Unity in a voxel-like game I'm trying to batch as many static blocks as possible (the terrain won't be destructible, and I can't set these blocks to '...
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2answers
2k views

How to efficiently spawn / instantiate a large amount of objects from a prefab

I am trying to make a game where the whole world is consists of a very large amount of cubes (sort of a Minecraft / Trove clone), but I keep running into huge performance issues due to the large ...
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0answers
159 views

Is there a game that is both voxel and polygons? [closed]

Looking to see the difference between the two technologies in a game experience and not in experiments - is there a half-decent game out there that has two modes - polygons and voxel? EDIT Games ...
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1answer
103 views

Why are voxels used for landscape?

According to Wikipedia many games have been using so far voxel engines for modelling landscape. Why is it only used for landscape and not characters etc?
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1answer
172 views

How can we generate terrain using simplex noise 2d with block position vectors

My problem might be special comparing to other questions related to terrain generation using simplex noise 2d. Each chunk contains a table of 1-dimensional array which encompasses the position data( ...
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2answers
700 views

How do i store blocks information in my Voxel game?

I am trying to make a voxel game. Voxel games made by blocks and each block has it's own information such as durability, step sounds, strength, ... How do i store these information inside of blocks? ...
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1answer
520 views

Voxel traversal intersection float position

I have a 3D grid of cubes, and using the algorithm from this paper http://www.cs.yorku.ca/~amana/research/grid.pdf I've been able to get the integer coordinates of the first tile intersected by a ...
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1answer
658 views

How do we generate overhangs with simplex noise 3d?

Now I use a simplex noise 2d function with x( voxel's x location ) and y(voxel's y location) to generate heightmap. How do we use simplex noise 3d to generate overhangs? What should the x y z inputs ...
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2answers
479 views

Voxel Game - High Memory and CPU Usage

I am currently developing a voxel game and I had recently noticed that the game from startup is at around 2GB of memory. Currently I am rendering 14 x 14 chunks as shown: I did a profile on the game ...
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0answers
131 views

Voxel Game - Lag when camera is inside of the terrain

I am making a voxel game in OpenGL and I currently render 8 x 8 chunks to the screen. The first thing I do is generate the map using Simplex Noise and this is done once when the chunk is created. I ...
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1answer
416 views

How to implement stress/strain mechanics in voxel terrain?

I am in the process of developing a Minecraft-like world where the terrain is divided into voxels. However, I would also like for unstable configurations of landscapes to collapse predictably. For ...

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