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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How to avoid distorting clothes on an animated voxel character?
I'm developing a solo game in the Voxel style and the hard part for me is character design and animation, specifically rigging.
Actually, I created a character who typically wears a poncho and a ...
3
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1answer
112 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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0answers
22 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
46 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
122 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 ...
3
votes
1answer
173 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
80 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 ...
2
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2answers
1k 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
244 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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0answers
53 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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0answers
146 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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0answers
45 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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0answers
19 views
How to align Blender animation to external mesh data?
I'm building a custom engine and I have a confusing asset pipeline. I have skeletal animations in Blender and voxel mesh data in Qubicle. My engine loads the skeletal data and applies joint ...
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0answers
53 views
Voxelizing a mesh using FAABB to get volume data
I want to solid-voxelize a mesh in c++ and get a volume data with faabb bounding and voxel array , this is my code but it's not working and I can't understand where it goes wrong.
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1answer
59 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 ...
0
votes
1answer
394 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 ...
0
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1answer
61 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
338 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 ...
0
votes
1answer
282 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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0answers
306 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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0answers
40 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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0answers
39 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
1k 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
606 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
302 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 ...
2
votes
1answer
202 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 ...
1
vote
1answer
81 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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0answers
57 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 ...
1
vote
1answer
274 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
223 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 ...
2
votes
1answer
389 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 ...
9
votes
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 ...
0
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0answers
42 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 ...
2
votes
2answers
426 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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0answers
344 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 ...
0
votes
1answer
283 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
815 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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0answers
278 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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0answers
174 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?
0
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1answer
812 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 (...
0
votes
1answer
300 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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0answers
195 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 ...
1
vote
1answer
716 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 ...
2
votes
1answer
251 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 ...
3
votes
1answer
440 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 ...
1
vote
1answer
43 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
144 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 ...
4
votes
2answers
493 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
160 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,...