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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6 answers
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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 ...
danijar's user avatar
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1 vote
1 answer
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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 ...
Nick's user avatar
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4 votes
3 answers
4k 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 ...
Tamás Szelei's user avatar
55 votes
3 answers
55k 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 ...
Daniel's user avatar
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14 votes
2 answers
27k 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 ...
user000user's user avatar
7 votes
2 answers
4k views

Square game map rendered as sphere

For a hobby project of mine I have created a finite voxel world (similar to Minecraft), but as I said, mine is finite. When you reach the edge of it, you are sent to the other side. That is all ...
Ross Hays's user avatar
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4 votes
1 answer
806 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 ...
Mr. Smith's user avatar
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74 votes
6 answers
35k views

How can I optimise a Minecraft-esque voxel world?

I found Minecraft's marvelous large worlds extremely slow to navigate, even with a quad core and meaty graphics card. I assume Minecraft's slowness comes from: Java, as spatial partitioning and ...
SomeXnaChump's user avatar
35 votes
7 answers
20k views

How can I improve rendering speeds of a Voxel/Minecraft type game?

I'm writing my own clone of Minecraft (also written in Java). It works great right now. With a viewing distance of 40 meters I can easily hit 60 FPS on my MacBook Pro 8,1. (Intel i5 + Intel HD ...
Martijn Courteaux's user avatar
11 votes
3 answers
2k views

Algorithm to see if two voxels are interconnected

I'm looking for a good algorithms for the following problem: Given a 3D grid of voxels (which may be either empty or filled), if I pick two non-adjacent voxels, I want to know if they are connected to ...
Bram Vaessen's user avatar
9 votes
2 answers
6k views

Can someone explain dual contouring?

I've been trying to understand voxel rendering and have been looking at dual contouring (DC). So far I understand this much: Run a density function for a set of grid points (i.e noise function) Find ...
Soapy's user avatar
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8 votes
3 answers
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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 ...
House's user avatar
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8 votes
2 answers
836 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, ...
Bram Vaessen's user avatar
7 votes
3 answers
6k 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 ...
Rory Harvey's user avatar
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6 votes
1 answer
7k views

How to flatten out terrain and make better caves with Perlin noise

I'm currently using Perlin noise to generate a terrain. This is my actual attempt to create caves. I do get some sort of cave structures but they are small and are always close to the edges of the ...
Raúl Roa's user avatar
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27 votes
3 answers
18k 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 ...
Bjorn Wesen's user avatar
17 votes
6 answers
4k views

Is Unlimited Detail real?

Many aspects of Unlimited Details Unlimited Detail Technology seems dubious to me, even the introductory paragraph (because of the usage of the word unlimited): Unlimited Detail is a new technology ...
CiscoIPPhone's user avatar
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14 votes
4 answers
7k 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 ...
user avatar
9 votes
3 answers
8k views

How to texture a surface generated by marching cubes algorithm?

I'm working on a voxel game, and I have some problems with texturing. I have read the related questions on this stack exchange, but they seem adressing a generic problem (using triplanar texturing), ...
Nison Maël's user avatar
8 votes
3 answers
13k views

How to handle a Block World like Minecraft

I want to write a simple game with a block world like in Minecraft. My theoretical question is what is the best way to handle this block informations during playing. My first Idea was a huge array but ...
danijar's user avatar
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7 votes
2 answers
3k 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 ...
davidv's user avatar
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6 votes
2 answers
12k 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 ...
War's user avatar
  • 1,683
6 votes
3 answers
1k 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 ...
l5p4ngl312's user avatar
5 votes
2 answers
6k views

How does transvoxel algorithm work and how can I implement It?

After wasting over three days of researching on DuckDuckGo/Google, trying to understand transvoxel paper and existing implementation, I come here to clarify the subject for me and made it easier for ...
Alaanor's user avatar
  • 77
2 votes
2 answers
1k 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 ...
mackycheese21's user avatar
27 votes
1 answer
13k 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? ...
nahano's user avatar
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19 votes
3 answers
6k 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 ...
Darestium's user avatar
  • 1,154
12 votes
5 answers
6k 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 ...
Joel's user avatar
  • 1,507
8 votes
1 answer
5k views

Top-Down Octree Generation of Procedural Terrain

I'm trying to implement a voxel-based terrain generation system in Unity3d (C#). I have successfully implemented a uniform 3d grid system, and have extracted the isosurface out using Marching Cubes ...
TheVulch's user avatar
8 votes
2 answers
8k 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 ...
user avatar
6 votes
1 answer
1k views

Method for procedurally creating spawn points

I have a world made of floating islands that are procedurally generated. I would like to spawn enemies or the player in logical-non-falling-into-space spawn points. Ideas on how to accomplish this? ...
theprojectabot's user avatar
6 votes
1 answer
836 views

How can I insert and remove blocks quickly in a Minecraft-style world?

I currently have volume data for the world stored as an array of booleans. I then check each empty block and if it has non-empty neighbors the faces get drawn. This prevents me from sending a bunch ...
Xavier's user avatar
  • 1,633
4 votes
3 answers
3k views

Collision detection of convex shapes on voxel terrain

I have some standard convex shapes (cubes, capsules) on a voxel terrain. It is very easy to detect single vertex collisions. However, it becomes computationally expensive when many vertices are ...
Dave's user avatar
  • 253
4 votes
3 answers
4k views

Constructing a Planetoid Cube World?

This is sort of a multidisciplinary question, so I'm asking it here rather than on one of the other Stack Exchange sites. I've been toying with the idea of making a game that's a mix between ...
Colin Basnett's user avatar
4 votes
1 answer
1k views

How do I perform interpolation between noise values sampled at a lower resolution?

I'm doing some experimentation with terrain generating using a method similar to that described in this blog post by Markus Persson, where I use 3D simplex noise as a "density" value. Like him, ...
Ethan Bierlein's user avatar
4 votes
3 answers
2k views

Voxel engine artifacts

There are white little dots between blocks at random places, mainly at very near blocks. They disappear when I move the mouse and change the view direction. I use Vertex Arrays with ...
Basaa's user avatar
  • 1,053
3 votes
0 answers
217 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 ...
AtomProgrammer's user avatar
3 votes
3 answers
1k views

Cube world rendering optimizations

I'm making a Minecraft like game and I would like to apply some optimizations. Firstly I didn't and I rendered the world using a vbo in which I stored a cube model and I drow all blocks of the worlds ...
loryruta's user avatar
3 votes
2 answers
2k 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 ...
Darestium's user avatar
  • 1,154
3 votes
3 answers
5k views

3D Procedural Planet Generation [closed]

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 ...
Darestium's user avatar
  • 1,154
2 votes
1 answer
752 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 graphics,...
user1104203's user avatar
2 votes
2 answers
674 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 ...
Raven Dreamer's user avatar
2 votes
3 answers
2k views

Any ideas on reducing lag in terrain generation?

Ok so here's the deal. I've written an isometric engine that generates terrain based on camera values using 2D perlin noise. I planned on doing 3D but first I need to work out the lag issues I'm ...
l5p4ngl312's user avatar
1 vote
1 answer
560 views

How should I setup my Minecraft-like world rendering for the best performance?

I want to know what technique will give me most fps in game. I have minecraft-like world and I need to display it. Now I have only one cube, created as VBO and if i need to display cube I just display ...
Damaon's user avatar
  • 183
1 vote
1 answer
2k views

Voxel terrain collision detection with AABBs

I'm working on implementing collision detection on voxel terrain (Like Minecraft) with AABBS. Right now, I have it so I can tell if a point is within a voxel or not, I do this by having a 2D byte ...
Robo11's user avatar
  • 23
1 vote
1 answer
1k views

Greedy Mesh generation for a voxel-based game

EDIT: I have already found my problem and fixed it (but I cant accept my own answer for another 2 days) I'm currently making a 3D voxel-based game and now that I have started optimising some aspects ...
jbakker's user avatar
  • 166
0 votes
1 answer
678 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 ...
guest's user avatar
  • 3
0 votes
2 answers
559 views

Building a chunk w/ blocks: making ramps. How to detect if blocks are making "stairs" (like in a mountain) and should be turned into ramps?

My question is quite simple, but the answer may be not. I am studying and making a voxel engine, generating block vertices around its center position with TriangleList primitive at C#/XNA. The ...
Arthur 'Gibraltar' Condino's user avatar
0 votes
1 answer
3k views

OpenGL How to render a voxel based world scene with many objects

I am working on a voxel game engine using OpenGL binding for JVM languages (scala is my case) - LWJGL 3 for OpenGL version 4.5 . Currently I'm stuck with chunk rendering (32*32*32 blocks). To render ...
Russoul's user avatar
  • 282
0 votes
3 answers
3k views

How to make a Minecraft like world round?

I'm interested in making a Minecraft-like voxel world that's spherical. Idea is that there is a sphere which consists of cubes like in Minecraft but they are on the surface of it. The player can go ...
arseniuss's user avatar