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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222 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
920 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
384 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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200 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
921 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
286 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
466 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
50 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
165 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
549 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
199 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
1k 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
153 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
10k 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
362 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
4k 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
193 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
106 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
204 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
1k 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
664 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
830 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
774 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
159 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
497 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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1answer
67 views

Problem about underground block generation for voxels

I've been working at a voxel sandbox game and have already implemented chunk generation and stuff. But I just found that generating underground blocks with the surface ones is impossible, since that ...
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1answer
643 views

How to create seamless and coherent voxel terrain using simplex noise 2D?

I'm using the simplex noise 2d plugin for unreal engine 4, which can also be understood by most programmers. I have already implemented chunk generation and dual-chunk noise elevation. However, each ...
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2answers
629 views

Dynamic chunk loading with high FPS. But still chops

I am creating a voxel world, (like any other person), but I currently have a small performance hit when loading/unloading chunks. Right now I can load and unload chunks dynamically with "infinite" ...
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1answer
249 views

how to initialize a 3d array of Vectors3 in Unity

I scoured the web for how to create a 3d array of Vectors to store chunks location info for a Voxel terrain generation based on Craig Perko's Terrain generation on YouTube. I was also using lists and ...
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1answer
768 views

How to achieve good looking surface net normals?

EDIT After Victor T.'s suggestion (ignore seams): I'm using elastic surface nets to convert a 3D voxels into a nice smooth mesh. The mesh part, is great, however, I can't seem to find a decent ...
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1answer
743 views

Mesh from MagicaVoxel cast a strange holed shadow

I have a problem with any mesh I import from MagicaVoxel into Unity. As you can see from the screenshot below, the mesh on the left cast a shadow that has holes in it. That's a basic 7-voxel mesh ...
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1answer
101 views

Why are my chunks not showing in my Unity voxels engine?

I created a voxel engine in Unity. It worked fine until yesterday when I tried to remove the faces between chunks to create a seamless world. Now there's just an empty world when entering the game. ...
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1answer
58 views

What programs could I use to render an animation based on points ("atoms") rather than models? [closed]

I've rendered the following animation using JavaScript and canvas: https://www.youtube.com/watch?v=AMLqe5HdVok For that, I used points exclusively - i.e., there is no mesh/trigs, not only the ...
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2answers
4k 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 ...
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1answer
383 views

Voxel blocks world physic

I'm making a game like Minecraft. I have a world made of blocks and I'm trying to implement a basic physic system that applies gravity and checks entities colliding with the blocks of the world. I ...
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2answers
444 views

Coordinate transformation in voxel ray-tracing?

I am implementing voxelization. I can't understand the coordinate transformation through shader. I have read some papers and code, the first step in the geometry shader is project the triangle ...
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1answer
742 views

How to make far block graphically better?

What calcules can I do to make far objects looking better? My game Here's what I see if I go back with the camera in my test-rendering scene: As you can see the result is not one of the bests: ...
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2answers
951 views

Implementing a lego-like system that doesn't hog computer resources?

I've heard of the term "voxel" used with modern block-builder games such as minecraft. Other games implement what appears to be a voxel system -- yet they incorporate complex 3d objects such as guns, ...
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1answer
604 views

Marching cubes with destructible environment

I've been spending a lot of time over the past few days finding out information about the marching cubes algorithm and I'm pretty sure I understand it. My game would be using chunks of land with the ...
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0answers
669 views

1D vs 2D vs 3D texture performance

I'm working on a 3D game with large blocky untextured, but individually colored, voxels (similar to CubeWorld). For rendering, right now I naively convert online all visible faces ahead of time to ...
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2answers
3k views

How can I randomly pick points on a triangle?

Please can help me for a geometry query, I am working out fast mesh to voxel algorithm without using rays and complex maths... What are the maths to sample N points on a triangle randomly? If you ...
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1answer
571 views

How to compute a heightmap and use as 3d voxel floating point

When you want to compute a heightmap and use for 3d voxel binary, it's easy. solid are maybe 1, and air are 0, easy. But in my case I would like to have a smooth terrain, so the solution is the ...
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1answer
274 views

Storing rendering data for voxel game 1 VAO and VBO or 1 for every chunk

I have a minecraft style voxel game with placing and digging blocks. it runs at 400+ fps on my computer but when I added semi-transparent water it started running at ~40 fps. so a time per frame ...
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1answer
236 views

making special blocks in a voxel game OpenGL

I'm making a voxel game and it looks quite good but then i thought of special blocks like minecrafts grass leaf blocks, and translucent water. I had the idea for the grass blocks to put them in a ...
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3answers
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 ...
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1answer
129 views

Only first vertex of data used in shader OpenGL

I'm making a voxel game like Minecraft which was working fine until I added water. Then I realized that whatever the texture was for the first visible block was applied to the rest of the blocks in ...
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0answers
931 views

Voxel clouds rendering in Unity

I would like to have realistic voxel clouds in Unity game - I found a very promising article on fast fluid simulations, however the the output of the algorithm itself is 3D grid of cloud densities (=...
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1answer
286 views

How can I reduce the data sent to the GPU for a voxel?

I'm making a minecraft style game where each chunk each chunk has buffers holding the position of all visible blocks and texture atlas coordinates of the 36 vertices that are needed to draw the ...
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1answer
581 views

Storing large amounts of voxels in file

I'm making a game similar to Dwarf Fortress and I've run into a large problem from the start. How can you store such a large amount of land on disk. With every voxel holding an integer with the 28 MSB ...
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1answer
540 views

Voxel river flow simulation

I am making a Voxel game and I'd like to add rivers that can be redirected. So I thought that if a player replaces a river block or digs up a block next to a river block the river would repath itself ...