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| 3D voxel Noita is something I never knew I needed.
But the engine would need to be crazy optimised to handle decent sand/fluid voxels in 3D space. It would be a technical achievement in itself. |
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| Yes, it's a model to infer normal maps from textures. Then you can use a modern PBR renderer on old content and have a better illusion of depth. It doesn't introduce the blockiness of voxels. |
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| This looks a lot like what Notch is working on (see his twitter feed). Another kind of voxel rendering. This, however is using C++/Vulkan and looks stunning! |
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| Looks amazing. My dream outcome would be something like warlords battlecry 3 in a voxel style.
How the hell do people get into graphics programming or voxels? Seems very difficult as a dirty ol webdev |
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| For someone who has done zero 3D graphics in a couple of decades, why do displacement maps exist? At first blush they don't appear to be more computationally efficient than more complex geometry. |
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| I wonder how this approach compares to Unreal Engine 5 nanites, or maybe Unreal Engine is actually doing something similar?
I remember one motivation for using voxels in older games (like Comanche[1]) is that you can get seemly more complex terrains that, when modelled using triangle meshes, would have been more expensive on similar hardware. The author mentions 110FPS on a RX 5700 XT, I am not sure how that compares to other approaches. [1] https://en.wikipedia.org/wiki/Comanche_(video_game_series) |
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| Err, right, they're doing the transformations CPU-side. The blog hints that it's related to shell maps, so maybe the new mesh geometry is densest on the sharp edges? |
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| Could you use the algo to render a photo as a carved face or profile? Like a netpbm filter to sculpt from image |
That video looked great, and (at least for me) felt very evocative. In the section where the roof was too low, I started feeling claustrophobic and cramped.
Those rock and sandy-floored caverns, and the cavern with boulders (which are gorgeous!) made me think I'd love playing a Myst or LucasArts-style adventure game using this as the renderer. Spelunking through caves, or archeological digs, etc.
Can't wait to see where you take this!