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I'm creating voxel planets using Marching Cubes (MC). To handle nearby (high-resolution) and distant (low-resolution) blocks, I use an Octree data structure. NOTE: The implementation uses compute ...
Light's user avatar
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1 answer
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I want to know some methods of storing the voxel data in a game like Infiniminer or Minecraft in a C++ program. What file types can do this easily? The voxel values will be big possibly a trillion by ...
Opengraphicspros12's user avatar
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194 views

I have a voxel game where I want to know which block the players camera is facing. To do this I have a line the distance allowed for the player to interact with the world cast from the center of the ...
Opengraphicspros12's user avatar
1 vote
0 answers
61 views

In my voxel engine, each chunk has a 3D-blocks array that measures 17 x 100 x 17. The width and length of chunk is 16 but I added a padding to the array to store block data of a neighboring chunk. ...
crunch toast's user avatar
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118 views

I'm developing a voxel engine with OpenGL and C++ and searching how Minecraft-like games set up VAO, VBO, and EBO. I'm also dealing with transparency geometry and depth testing issue. There are 3 ...
crunch toast's user avatar
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342 views

If we assume that Teardown was made in Unity, how would it be made in a high-level way? See the game here. I tried some things like breaking each shape down into small voxels, but how do you determine ...
Spaghetti's user avatar
1 vote
1 answer
97 views

I was following the Pikuma's Voxel space terrain rendering video. I understood almost everything that he described in the video except the following point, where he described the the equation to ...
aaa111's user avatar
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1 vote
2 answers
113 views

I'm having problems generating faces in a chunk in OpenGL C++. For example, when I generate faces, they are generated correctly but always at the end of the chunks some faces are not generated. ...
FandoraStudio's user avatar
0 votes
0 answers
276 views

In most physics-based voxel games (like Teardown), there is usually an object-space voxel grid for each object, but no corresponding world-space grid. This means that a voxelized object can be ...
marked-off-topic's user avatar
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0 answers
166 views

I'm building a game from scratch using OpenTK, in C#. It is in its base form a mesh-based voxel engine. I have a decent startup on the chunk building algorithm, multiple blocks, block data, etc, but ...
Pale_Gray's user avatar
1 vote
0 answers
74 views

I am creating a voxel game that uses octrees for storage. The implementation details are not super relevant, but the entire octree is ordered and contiguous in memory and each branch can be merged and ...
CPlus's user avatar
  • 153
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1 answer
104 views

I have a cool 3D model I want to use, but for this program I'm working with, I need it in array form, with each point's coordinates and color value. I've already voxelized the model using this tool, ...
Dinuka Herath's user avatar
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1 answer
256 views

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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161 views

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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1 answer
284 views

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 ...
CPlus's user avatar
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1 vote
0 answers
129 views

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 ...
Josh's user avatar
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125 views

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
1 vote
0 answers
2k views

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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1 answer
586 views

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 ...
Lightning323's user avatar
2 votes
1 answer
910 views

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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0 answers
116 views

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
0 votes
0 answers
235 views

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
3 votes
1 answer
618 views

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
1 vote
1 answer
770 views

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 ...
user avatar
-1 votes
1 answer
352 views

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
0 votes
0 answers
408 views

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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1 vote
2 answers
2k views

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
0 votes
1 answer
270 views

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
  • 171
0 votes
1 answer
315 views

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
0 votes
0 answers
175 views

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
0 votes
1 answer
274 views

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
  • 115
1 vote
1 answer
499 views

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
  • 11
1 vote
0 answers
317 views

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 ...
trshmanx's user avatar
  • 171
1 vote
0 answers
875 views

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
  • 11
0 votes
0 answers
168 views

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
4 answers
5k views

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
801 views

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
0 votes
0 answers
929 views

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
0 votes
0 answers
115 views

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
  • 101
0 votes
2 answers
735 views

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
0 votes
2 answers
943 views

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
  • 171
0 votes
3 answers
777 views

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
0 votes
0 answers
431 views

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
0 votes
1 answer
406 views

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
0 votes
0 answers
660 views

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
309 views

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
  • 33
1 vote
0 answers
456 views

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
  • 11
1 vote
1 answer
633 views

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
  • 111
1 vote
1 answer
1k views

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
1k views

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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