Don’t worry: we don’t rotate our voxels here, because we know better.
The whole approach is made possible thanks to a unified voxel framework. The world, physics processing, ray tracing (all of the objects are ray traced), lighting, procedural generation, sound tracing and collision detection all use the same voxel data, allowing for some nice optimizations. The entirety of the collision detection physics processing (which is contact-based and uses a PGS solver) is done on a single CPU thread without any SSE trickery alongside the player input, though it is parallel-ready for really demanding scenes.
There’s some work to be done with improving player-object collisions, the sounds that play, some under the hood stability with the physics and of course, a proper physical response from trees since in reality they’re soft bodies and not rigid bodies (mostly). In time, I hope to make this happen!
Thank you all for your kind comments, feedback, and support!
1 view
637
175
2 months ago 00:00:10 1
Voxel Plugin - Sculpting in Voxel Plugin 2 with Nanite Tessellation
2 months ago 00:00:11 5
Voxel Plugin - Making a cave in Voxel Plugin 2
2 months ago 00:00:52 2
ArtChanny - Speed Up Scene Creations!! #magicavoxel #voxelart #voxels #lowpoly #blender3d #minecraft #tutorial
2 months ago 00:00:53 1
MADRIX @ Ripple Creative Fitness in Mexico City
2 months ago 00:04:39 86
I’ve Improved the Building in my Voxel Game - Lay of the Land
2 months ago 00:00:50 1
ArtChanny - Why Are My Scenes So Dark??? #magicavoxel #voxels #voxelart #voxel #lowpoly #minecraft #art
2 months ago 00:00:44 1
3D Programming - OpenGL - Voxel Cone Tracing - test scene - McGuire Archive - breakfast room
2 months ago 00:23:28 1
Пишем Minecraft на C++ || Часть 1: открываем окно || пишем воксельный движок