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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Minecraft-like simulation optimization

I am working on a voxel game similar to Minecraft. The goal would be to handle more entities but also offer a more immersive experience by the fact that the player does not need to worry about loading ...
Daniel123455's user avatar
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How to import 3d texture in Unity?

How can I import a 3d texture the easisest way and visualize it somehow ( for example as a voxelized thing but other way can be also good)? I tried to download a 3d texture form different sites like ...
Fox1942's user avatar
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How can I handle voxels that require extra data in my octree?

I am using octrees as an efficient way to store voxel data in a voxel game. The details of my octree implementation can be found here, but in a nutshell, each node is 16 bits, and the most significant ...
user16217248's user avatar
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Voxel Point Cloud Transformation (Rotation & Translation)

I have a method that transforms a point cloud and aligns it with its gameObject.transform. My method works well, but i have to rotate the cloud, and then I have to use an approach (taking from 2d ...
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Group voxels into object?

I'm working on Voxel editing software, and I need to have the ability to group voxels into objects. As for simple editing, I'm using the following data structure: Chunk - represents a fixed 3d grid ...
Sergey Sharpov's user avatar
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How to make voxel terrain mesh

I've been trying to make a procedurally generated "pixelated" (semi voxel) terrain (using Unity), as seen in Sebastian Lague's video on simulating ecosystems. (Image attached) I've tried ...
Geck's user avatar
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Why does this voxel engine crash after a few seconds?

I'm trying this voxel engine in Python. It runs ok, but it crashes after a few seconds. Does anyone know what is happening? ...
Dimitris Gkofas's user avatar
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How to pass voxel data to shader?

I am working on a voxel game, and I approached the point where I need to add day/night in my world. Apparently, I should just be able to pass the torch and sunlight values into my shader and multiply ...
X Builder's user avatar
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How can I implement semi-transparent/semi-opaque voxels in a voxel game?

I am creating a voxel game with OpenGL, and I would like to implement water. My voxel world is divided into chunks of 16x256x16 cubes (or voxels). Each chunk has its own VAO with two VBOs, the first ...
Vincent's user avatar
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Can voxel engines use functional programming efficiently?

My voxel engine will do a lot of threading. If I used locks, There would be too much contention, Because they all need to access the chunks. I decided to implement my threaded section using Functional ...
Macho Onion's user avatar
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LWJGL removing voxel faces that are not visible

I am simply trying to achieve removing voxel faces that are not visible.What I have coded simply renders a chunk of 16x16x16. I already have back face culling enabled, which it does work. so as I'm ...
Solodobo's user avatar
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Isometric ordering issue with moving entities taller than one block

I'm having a lot of trouble sorting it in such a way that it works with a moving entity that is "taller" than a "block" size in this map. I've recorded my problem here: https://www....
RadicalRaid's user avatar
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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 ...
gamer1's user avatar
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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 ...
burgere15's user avatar
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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.
Sploky's user avatar
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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. ...
Wojak2121's user avatar
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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 ...
trshmanx's user avatar
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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 ...
Barbapapoy's user avatar
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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: ...
Will Mungas's user avatar
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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 ...
Fulano's user avatar
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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 ...
Justin's user avatar
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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 ...
Voodin's user avatar
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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 ...
Reddragonka's user avatar
3 votes
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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 ...
HAL 9000's user avatar
2 votes
2 answers
346 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,...
Austin128's user avatar
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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.
Janis Taranda's user avatar
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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 ...
Serket's user avatar
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2 answers
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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 ...
Tristan367's user avatar
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578 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 ...
trshmanx's user avatar
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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 ...
Tristan367's user avatar
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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 ...
Amit Assaraf's user avatar
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234 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 ...
Amit Assaraf's user avatar
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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 ...
Amit Assaraf's user avatar
3 votes
1 answer
230 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 ...
iLoch's user avatar
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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 ...
fhm's user avatar
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1 vote
1 answer
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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 ...
datta's user avatar
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1 vote
1 answer
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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 ...
user144953's user avatar
4 votes
1 answer
728 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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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 ...
shahanneda's user avatar
2 votes
2 answers
3k 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 ...
Kamigaku's user avatar
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1 vote
1 answer
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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 ...
Bram's user avatar
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2 votes
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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 ...
Computer Craft's user avatar
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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, ...
Computer Craft's user avatar
1 vote
2 answers
64 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 ...
Eldemarkki's user avatar
1 vote
0 answers
59 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 ...
user1833028's user avatar
1 vote
1 answer
295 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 ...
Nick's user avatar
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1 answer
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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 ...
Nick's user avatar
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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: ...
Nick's user avatar
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1 vote
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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