dougbinks, to Minecraft
@dougbinks@mastodon.gamedev.place avatar
juulcat, to gamedev
@juulcat@mastodon.gamedev.place avatar

Avoyd 0.22 beta adds a 3D Viewport to the Voxel Editor. This makes it easier to frame renders.
https://www.enkisoftware.com/p/6255644826927104

#Avoyd #Voxel #VoxelEditor #VoxelArt #IndieDev #VoxelGameDev #GameDev

dougbinks, to Minecraft
@dougbinks@mastodon.gamedev.place avatar

The aurora (from the Yorkshire Dales) transplanted above Drehmal Minecraft map in Avoyd Voxel Editor.

juulcat, to random
@juulcat@mastodon.gamedev.place avatar
juulcat, to random
@juulcat@mastodon.gamedev.place avatar

Spaceship with trails
Avoyd 0.22 beta fixes the colour of transparent materials in renders
https://www.enkisoftware.com/products

Wuzzy, to Game
@Wuzzy@cyberplace.social avatar

#Repixture 3.15.1 is here!

Sign text will now finally be shown on the sign. Over 60,000 glyphs are supported. A new pole sign can stand on the ground, hang from the ceiling or a wall.

There's also a spyglass item, and moon phases have been added.

▶️ Release notes: https://forum.minetest.net/viewtopic.php?p=435725#p435725
▶️ ContentDB page: https://content.minetest.net/packages/Wuzzy/repixture/

#Game #Minetest #release #sandbox #voxel #Unicode

juulcat, to random
@juulcat@mastodon.gamedev.place avatar

Our voxel GPU renderer is out (paid) and we published more GPU vs CPU path tracing data
https://www.patreon.com/posts/avoyd-0-21-1-103570270

dougbinks, (edited ) to random
@dougbinks@mastodon.gamedev.place avatar
dougbinks, to random
@dougbinks@mastodon.gamedev.place avatar

Quick test render of clouds imported from https://visibleearth.nasa.gov/images/57747/blue-marble-clouds (I used the 21600x21600 png) as a heightmap with height 64, using the Cloud: white heavy material. Rendered from above in Avoyd Voxel Editor.

Useful for creating skies for renders, image use policy on their site is 'freely available for re-publication or re-use, including commercial purposes'.

juulcat, to Minecraft
@juulcat@mastodon.gamedev.place avatar
juulcat,
@juulcat@mastodon.gamedev.place avatar

Playing with the water transparency revealed a bug in the CPU rendering of surfaces inside transparent materials.
Fixed in beta 0.21.0.871 https://www.enkisoftware.com/products

juulcat,
@juulcat@mastodon.gamedev.place avatar

Thanks everyone for your feedback. Most answers congregated around an Absorption Length = 8 so we'll change the default Minecraft water and flowing_water to that in the next full release of Avoyd.

Note that you can always adjust the water transparency yourself, instructions in the FAQ: https://www.avoyd.com/faq.html#transparency

Mek101, to rust Italian
@Mek101@fosstodon.org avatar

Blazingly Fast Greedy Mesher - Voxel Engine Optimization
https://youtu.be/qnGoGq7DWMc #rust #rustlang #programming #voxel #GameDev #VoxelGameDev

juulcat, to graphics
@juulcat@mastodon.gamedev.place avatar

We've released a beta of Avoyd which improves GPU rendering performance using wavefront path tracing.

On our AMD 7900 XTX (many thanks to AMD for providing system to test on) we get up to 2x performance improvements.

Download Avoyd 0.21.0.856 Beta: https://www.enkisoftware.com/products

#Avoyd #VoxelEditor #Voxel #Render #VoxelGameDev #IndieDev #Graphics #3D

juulcat,
@juulcat@mastodon.gamedev.place avatar

We published 3 betas of Avoyd today, making rendering even faster.
Also fixed importing clouds from .vox (MagicaVoxel)

#VoxelEditor #Voxel

juulcat,
@juulcat@mastodon.gamedev.place avatar

#Avoyd 0.21.0.868 BETA

  • improves the GPU rendering speed
  • fixes the albedo and normals output
  • improves the render UI (wip)
  • fixes .vox cloud materials import

https://www.enkisoftware.com/products

#VoxelEditor #Voxel #VoxelGameDev

gmr_leon, to gamedev
@gmr_leon@mstdn.social avatar

For any game devs or voxel software devs out there, what particular reasons are there for often opting for larger cubes for voxels?

My rough understanding (as I've found it tricky to find more accessible technical info on voxels), is that they don't necessarily even have to be cubes at all.

Setting that aside though, I'm mainly interested in the scaling question, as I know smaller cubes can & have been used occasionally.

dougbinks, to Minecraft
@dougbinks@mastodon.gamedev.place avatar

Took a break from improvements to the GPU path tracer to test making a stylized volcanic eruption using the Minecraft map the Continent of Lisrina by Dannypan.

andreasgysin, to random
@andreasgysin@mastodon.social avatar

”Descent” with woxel size reduced to the minimum and erosion disabled.
Realtime version with URL params.

https://generator.artblocks.io/0x0a1bbd57033f57e7b6743621b79fcb9eb2ce3676/74000020?voxelWidth=1&voxelHeight=1&noNoise=1




juulcat, to random
@juulcat@mastodon.gamedev.place avatar

Finished a long overdue update of Avoyd's Edit Tool documentation: https://www.avoyd.com/avoyd-voxel-editor-documentation.html#EditTool

I also fleshed out the Saved Cameras section: https://www.avoyd.com/avoyd-voxel-editor-documentation.html#CamerasSave

#Avoyd #Voxel #VoxelEditor #Documentation

gmr_leon, to foss
@gmr_leon@mstdn.social avatar

Somehow I only just learned of Vengi Voxel Editor, which while still pretty new is also fairly comparable to MagicaVoxel, and with the bonus of being open source.

https://github.com/vengi-voxel/vengi?tab=readme-ov-file#readme

However, I must also mention that Goxel has been around much longer, and while less robust, that's to its benefit in that it's easier to pick up.

https://github.com/guillaumechereau/goxel?tab=readme-ov-file#readme

If you want to simply dive into voxel art, I'd say Goxel. If you want more, then open Vengi Voxel Editor.

dougbinks, to random
@dougbinks@mastodon.gamedev.place avatar

I was testing some changes to progress dialogues, and needed to check the 'load image as heightmap' in Avoyd Voxel Editor on a new PC, but lacked images except some renders I'd made.

Turns out the render of a Minecraft map makes a fairly pretty test, if a bit spikey.

janriemer, to ArtificialIntelligence

https://eisenwave.github.io/voxel-compression-docs/index.html

"The goal of the project is to develop an efficient #algorithm for compressing voxel models. As an input format, an unsorted list of 3D integer coordinates and attribute data is used. Multiple methods for encoding geometry data including Cuboid Extraction (CE), Sparse #Voxel #Octrees (SVOs) with Space-Filling Curves, and Run-Length Encoding (RLE) are explained and then compared in terms of complexity, #compression ratio, and real life performance."

#Algorithms

mgerhardy, to opensource German
@mgerhardy@mastodon.social avatar

https://www.youtube.com/watch?v=PYgml5go6SU

Guybrush Threepwood modeled in free and #opensource vengi voxel editor

#adventuregames #voxelart #voxel #retrogames

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