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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Find the next cell in a grid from a point and direction

I'm trying to solve a very simple problem but I'm unable to come-up with an efficient solution so far. What I'm really trying to do is voxelize triangles in a three dimensional environment but I'll ...
Roy T.'s user avatar
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4 votes
1 answer
283 views

Mapping a 3D texture to a standard hollow-hull 3D model

I have 3D models which are typical hollow hulls. If such a model also had a 3D volumetric/voxel texture map then given a point P inside such a model, I'd like to be ...
Mr. Boy's user avatar
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4 votes
3 answers
5k views

Why haven't graphics cards been designed for voxel rendering?

I stumbled across the following article on Wikipedia regarding voxels that says: One such problem cited by Carmack is the lack of graphics cards designed specifically for such rendering requiring ...
Matthew Pigram's user avatar
0 votes
1 answer
338 views

How to retrieve a cube collision by faces

I work for a while on a minecraft game (voxel). I am front a problem for a long time about the collision detection. I want recover the cubes collision from my highlighted black's cube like on the ...
Mehdi Bugnard's user avatar
1 vote
0 answers
232 views

How calculate a new node after cutting a node into an octree

I'm working on a small XNA game, voxel-based like minecraft. I've recently faced a problem in how to delete a node (cube) from an octree and re-calculate the new octree afterward. I have already ...
Mehdi Bugnard's user avatar
6 votes
1 answer
806 views

HLSL - Voxel texturing

I'm currently trying to develop a Voxel Engine using Direct3D 9 and C++. To keep the memory usage low, i'm only passing the position, the orientation and the offset of the current voxels texture in ...
user000user's user avatar
1 vote
1 answer
220 views

How to create more vertexes from within a shader in OpenGL?

when rendering voxels in octrees, the only information necessary is the current octree-level, -position and colour/texture. But one has to send eight vertices to the rendering pipeline in order to ...
yogo1212's user avatar
2 votes
1 answer
366 views

Rasterizing parametric solids in Minecraft voxel space

I'm trying to render giant procedurally generated trees in Minecraft. I have code that generates a tree model and represents it parametrically as a collection of cones and spheres using vectors and ...
Ryan Michela's user avatar
5 votes
3 answers
4k views

How do I find voxels along a ray?

I am making a voxel engine, and I want to make it possible to create and destroy voxels with the mouse. I use C++ and OpenGL, so C++ examples would be best. So far, I have the camera position and ...
Astrognome's user avatar
3 votes
2 answers
878 views

Loading chunks of the terrain relative to the player's position

I'm making a small voxel-based multiplayer WebGL game with a Node.JS server which handles player positions and sends terrain chunk data to the clients. This is an example of how I'm currently sending ...
Joey Morani's user avatar
2 votes
2 answers
4k views

Voxel Lighting in Unity3D

I'm working on a Voxel project in Unity3D for fun and learning. I've been reading up on how this is done and have implemented a simple Voxel map in my project. My question is about the lighting. I've ...
Juicy's user avatar
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6 votes
2 answers
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When would you use an octree in a voxel Engine?

I've been reading about Octrees, and I understand how they work (or at least I think I do). However, I can't figure out why you would use octrees instead of a simple multidimensional array. In my ...
Afonso Lage's user avatar
2 votes
1 answer
1k views

Color bleed on voxel edges when using anti-aliasing

My Minecraft-like game uses a texture containing four block IDs in each pixel (RGBA). These IDs are used in the shader to determine what color each whole block should be. I'm having an issue with ...
Joey Morani's user avatar
8 votes
3 answers
2k views

Managing Voxel Data

I've been programming in C++ as a hobby for about 4 months now, and I've really loved creating stuff using voxels. I wrote a "game" (More of just a personal challenge, as I really only did the terrain,...
Shadow's user avatar
  • 123
0 votes
1 answer
136 views

Storing attributes in static geometry

I have a Minecraft like world where I statically create one instance of each tile type, and then place it around the world. However, I don't know how to actually change individual attributes for each ...
user avatar
2 votes
2 answers
4k views

Can I optimize my voxel meshing regardless of different textured blocks?

At the moment, I mesh every voxel in my terrain data to a block with 4 vertices for each face. This makes assigning texture coordinates of my texture atlas very easy, since I can just pick the desired ...
danijar's user avatar
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0 votes
0 answers
250 views

Texturing Custom Meshes/Terrain?

Here's the scenario: I procedurally generate terrain on the fly, creating an isosurface which is an overlay on top of a scalar field of data points. These underlying data points are basically voxel ...
MukRaker's user avatar
5 votes
1 answer
2k views

When storing voxels in chunks, how do I access them at the world level?

I'm not looking for how to store the voxels, data wise; I'm looking for the theory. Currently, my voxel engine has no global list of tiles. Each chunk has its own list, and its "hard to do things" ...
user avatar
10 votes
2 answers
1k views

How to determine if a 3D voxel-based room is sealed, efficiently

I've been having some issues with efficiently determining if large rooms are sealed in a voxel-based 3D rooms. I'm at a point where I have tried my hardest to solve the problem without asking for help,...
NigelMan1010's user avatar
0 votes
1 answer
1k views

Problems with 3D Array for Voxel Data

I'm trying to implement a voxel engine in C++ using OpenGL, and I've been working on the rendering of the world. In order to render, I have a 3D array of uint16's ...
sm81095's user avatar
  • 533
3 votes
1 answer
897 views

calculating occlusion in cube voxel engine

This is more a conceptional (approach) question then the search for an implemented solution, since I was unable to find proper hints via google or similar. The problem is as follows: Given you have ...
Kailrim's user avatar
  • 51
1 vote
1 answer
986 views

Hardware instancing for voxel engine

i just did the tutorial on Hardware Instancing from this source: http://www.float4x4.net/index.php/2011/07/hardware-instancing-for-pc-in-xna-4-with-textures/. Somewhere between 900.000 and 1.000.000 ...
Madmenyo's user avatar
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0 votes
1 answer
384 views

How does collapsable structures in a voxel based game like Ace of Spades/Build and Shoot work? [duplicate]

I know that once all the cubes that are connected are destroyed, the unconnected blocks collapse. How do you find out the unconnected blocks? edit 1: How would you determine the collapsible object if ...
user1984946's user avatar
3 votes
1 answer
191 views

Controlling Constantly Running AIs

So, I'm not really sure where to start with this question. Feel free to tell me I'm stupid and Off Topic but I'd also like you to tell me why. So, the maps in the game I am designing will consist of ...
TheNickmaster21's user avatar
6 votes
1 answer
6k views

What is the proper name for a 2D voxel?

I know pixel might be right, but pixel means something different, especially if a "2D voxel" isn't exactly one pixel (it isn't, in my game). I've also heard "texel," but that seems to refer to a ...
Keon's user avatar
  • 63
1 vote
2 answers
341 views

Store voxel type data in XML or Java classes?

So, I want it to be very easy to create all the entities of my game and for other people to come in and do the same. I was thinking I could just let the users/myself create an XML sheet the stores all ...
TheNickmaster21's user avatar
4 votes
0 answers
476 views

What GPU culling techniques are appropriate for voxel spheres other than octrees? [closed]

I'm creating a dynamic smooth-voxel based world in the shape of a sphere. Right now my current approach is to spherize a cube, generate voxel terrain on each of the six patches, and then use octrees ...
mdeforge's user avatar
  • 243
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
1 vote
1 answer
3k views

Marching Cubes Terrain [closed]

For the past week I've been researching the Marching Cubes algorithm. I hope to use this for Terrain as it would allow the creation of destruction of terrain. After looking at source code and reading ...
Vangoule's user avatar
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
1 vote
1 answer
413 views

Visual artifacts on long distance on plane

I'm making a voxel game in XNA, and have filthy visual artifacts on long distances. I use 2048*2048 atlases. I'm already using mipmaps and 16x anisotropic filtering. I've read this blog post, but I'...
Dan Ganiev's user avatar
0 votes
1 answer
2k views

Voxel Performance

So Im trying to make a minecraft style voxel game to learn OpenGL, but Im running into performance issues. I found this thread : https://stackoverflow.com/questions/4995652/3d-occlusion-culling where ...
user1152717's user avatar
0 votes
2 answers
2k views

Best way to read expandable voxel world (hashmap) such as in Minecraft

I'm building a 3D multiplayer Roguelike-style engine (tile and turn-based) and I'd like to make the worlds virtually "infinite", similar to what you would see in Minecraft. I'm storing data in a ...
and0's user avatar
  • 3
1 vote
2 answers
3k views

How to texture voxel terrain without triplanar texturing?

How can a voxel terrain (marching cubes) be textured without triplanar mapping ? The goal being to have more artistic freedom. I think, I could unwrap the mesh while extracting the isosurface then ...
Thelvyn's user avatar
  • 379
-3 votes
2 answers
1k views

What are the benefits of using a game engine to build a voxel game? [closed]

I'm learning and developing a game like "Minecraft". I've seen many games being made without a game engine, so I'm worried that using a game engine will lead to performance issues. If I was ...
Afonso Lage's user avatar
1 vote
1 answer
559 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 votes
1 answer
973 views

Generating a grid of cubes in 3D space [closed]

I am trying to generate a grid of cubes in 3D space and It aint workin... All im doing is for looping YXZ (in that order) (nested for loops) then im doing cubes[x][y][z] = ... (new Location(x,y,z)) ...
Amit Assaraf's user avatar
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
  • 205
4 votes
2 answers
602 views

Grids and vertices

I have no idea what this is even called or even to start searching how to solve this problem. So figured I would post here for any information at all. Specially looking for already known solutions to ...
Chris Condy's user avatar
6 votes
1 answer
7k views

Producing a smooth mesh from density cloud and marching cubes

Based on my results from this question I decided to build myself a 3D noise map containing float values in place of my existing boolean point values. The effect I'm trying to produce is something like ...
War's user avatar
  • 1,683
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
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
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
2 votes
1 answer
1k views

How to solve artifacts caused by vertex lighting in my voxel engine?

My current lighting system bakes the light amount based on ray-tracing from the light source to the 8 corners of the block (so per-vertex) and the distance to the light on the blocks. It works ...
Basaa's user avatar
  • 1,053
-2 votes
1 answer
698 views

Does this UV mapping method look ok? [closed]

i'm having a spot of trouble trying to get my voxels textures in the right place. I am using a very simple mechanism that assumes all sides of any given block are always individually specified (i'll ...
War's user avatar
  • 1,683
-1 votes
2 answers
1k views

Draw 60,000 cubic with DrawUserPrimitives on xna with only 20 fps-buffer problem?

I'm working on a minecraft style games on xna. I know it is not easy to draw a lot of cube with a good ratio of fps. I use the method "DrawUserPrimitive" with a buffer to draw a floor 250X250 cubes. ...
Mehdi Bugnard'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
8 votes
2 answers
835 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
1 vote
1 answer
7k views

Voxel terrain engine [closed]

Is there some voxel frameworks or extensions for game engines like Unity? I really need a system to dynamically generate voxel ruinable terrains.
Arthur Halma'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

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