The official Voxel Quest account, run by @gavanw. Follow for updates. Not spam! Ask questions about VQ and I will respond.voxelquest.com San Diego, CaliforniaJoined February 2015
I've had pretty major 'writers block' as I am working on the hardest part of my engine and rarely have the free time or energy to do it, so I thought I'd take a break tonight and do something dead simple: add snow. :)
Real-time normal calculation is working. Details: only computes normals visible in screenspace, but uses worldspace to compute. Tricky part was normals at a distance, which are often "underground" as the ray can cut into the volume when it steps too far.
I finally have 1 step / texture read per voxel, much harder than anticipated given all of the (literal) edge cases. Not perfect yet but more exact edges and fewer steps required to get there. This is half as many steps used as any previous video, avg ~2 steps per pixel at 1080p.
Cube world (2019)
🤣
... I think that there is a such thing as "too much" for view distance, terrain height, etc, although maybe with a more interesting generator it might work. This is a 16km drop with a 256km view distance, if each cube is a meter.
I got shadows working. Basically a light probe / spherical shadowmap - good for point lights at least. Its easily fast enough for realtime but only needs to be updated infrequently.
Got everything working pretty smoothly now. Cascades are double-buffered so that they can render one at a time in the background and prevent stuttering. Viewing the rough equivalent of 17 billion "voxel stacks" at once, of course this is just one layer - next step more layers!
visualizing cascades with alternating highlighting. Right now everything pops just because I am manually updating with a key press to keep the cascades in one place.
All view directions working properly now and no weird skewing. Also can render to a frustum or full panoramic. In spite of using 1.5x higher resolution, render times are down from ~850 μs to ~650 μs (~1500 fps)!
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