All Questions
324 questions
2
votes
0
answers
106
views
How to fix LOD cracks with Marching Cubes?
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 ...
0
votes
1
answer
119
views
Voxel Level Storage
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 ...
0
votes
0
answers
194
views
Voxel Raycasting/ Divide A Line In 3D Into Small Portions
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 ...
1
vote
0
answers
61
views
How to Access Neighbor Chunk Block Data
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.
...
0
votes
0
answers
118
views
What is the best way to draw chunks?
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 ...
0
votes
0
answers
342
views
Teardown Voxel Physics
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 ...
1
vote
1
answer
97
views
How to understand calculation of step size in voxel terrain renderer?
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 ...
1
vote
2
answers
113
views
Missing faces at ends of voxel chunks
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.
...
0
votes
0
answers
276
views
Discretised Physics in Voxel Space
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 ...
0
votes
0
answers
166
views
Multithreading Chunkbuilding - Thread.Start() acts as it is on the main thread
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 ...
1
vote
0
answers
74
views
What would be a good way to interface a voxel octree to commit multiple changes at once?
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 ...
0
votes
1
answer
104
views
How can I convert .obj files into a 2D array of [x,y,z] coordinates and color values?
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, ...
0
votes
1
answer
256
views
Minecraft-like simulation optimization
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 ...
0
votes
0
answers
161
views
How to import 3d texture in Unity?
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 ...
0
votes
1
answer
284
views
How can I handle voxels that require extra data in my octree?
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 ...
1
vote
0
answers
129
views
Voxel Point Cloud Transformation (Rotation & Translation)
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 ...
0
votes
0
answers
125
views
Group voxels into object?
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 ...
1
vote
0
answers
2k
views
How to make voxel terrain mesh
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 ...
0
votes
1
answer
586
views
How to pass voxel data to shader?
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 ...
2
votes
1
answer
910
views
How can I implement semi-transparent/semi-opaque voxels in a voxel game?
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 ...
0
votes
0
answers
116
views
Can voxel engines use functional programming efficiently?
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 ...
0
votes
0
answers
235
views
LWJGL removing voxel faces that are not visible
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 ...
3
votes
1
answer
618
views
Isometric ordering issue with moving entities taller than one block
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....
1
vote
1
answer
770
views
Updating chunk borders when generating new chunks
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 ...
-1
votes
1
answer
352
views
Using perlin noise as a procedural voxel heightmap without a texture atlas in Unity
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 ...
0
votes
0
answers
408
views
Pathfinding on the surface with Marching cubes
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.
1
vote
2
answers
2k
views
Voxel terrain vs AABB collision detection
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. ...
0
votes
1
answer
270
views
How to send SDF equation to GPU shader?
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 ...
0
votes
1
answer
315
views
Seams between tiled cube unity
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 ...
0
votes
0
answers
175
views
How to Pass Multiple VBOs to OpenGL for a voxel game
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:
...
0
votes
1
answer
274
views
What if 3D model voxels/polygons where limited like pixels?
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 ...
1
vote
1
answer
499
views
How do I "voxelize" an OBJ mesh that was created in a voxel editor?
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 ...
1
vote
0
answers
317
views
How to use transvoxel cell cache with octree structure?
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 ...
1
vote
0
answers
875
views
What voxel rendering technique is used in Build engine games and how can I replicate that in another engine such as Unity or Godot?
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 ...
0
votes
0
answers
168
views
Changing block shape to blend with adjacent blocks
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 ...
3
votes
4
answers
5k
views
How do I convert a voxel model to a low-poly mesh with texture mapping that accurately mimics the coloured voxels?
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 ...
2
votes
2
answers
801
views
what is the fastest way to choose new positions for chunks
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,...
0
votes
0
answers
929
views
How to calculate ray unit grid intersections?
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.
0
votes
0
answers
115
views
Get direction vector of camera in voxel game
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 ...
0
votes
2
answers
735
views
Cubic Voxel Game, Calculate What Chunks are in the Player's View, using 3D chunks?
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 ...
0
votes
2
answers
943
views
How to get normals from volume density grid?
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 ...
0
votes
3
answers
777
views
Voxel raycasting algorithm not working correctly
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 ...
0
votes
0
answers
431
views
Octree LOD without traversing the entire tree
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 ...
0
votes
1
answer
406
views
Octree Terrain Destruction and LODs
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 ...
0
votes
0
answers
660
views
Benefit of storing chunks as Octree leafs vs single block as Octree leaf
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 ...
3
votes
1
answer
309
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 ...
1
vote
0
answers
456
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 ...
1
vote
1
answer
633
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 ...
1
vote
1
answer
1k
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 ...
4
votes
1
answer
1k
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 ...