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

voxel renderer is out with Bloom and AgX Tonemapping.

I was surprised at how much nicer renders can be with some bloom. Comparison images and Avoyd download: https://www.enkisoftware.com/t/6208018276417536

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

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

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

Wuzzy, to Game
@Wuzzy@cyberplace.social avatar

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/

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

Blazingly Fast Greedy Mesher - Voxel Engine Optimization
https://youtu.be/qnGoGq7DWMc

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

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.

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

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

dcz, to rust
@dcz@fosstodon.org avatar

Anyone playing here?

I finally published a fast and fancy world map generator with cool cliff view and stuff.

I never expected how full of caves and passages underground would be!

Thanks to Jan Ole Zabel, who laid the groundwork!

https://gitlab.com/dcz_self/minehouse-worldmapper

Oh, and it's written in .

A river surrounded by cliffs, cliffs casting diffuse shadows on the water.
A mess of lines and blots displaying the underground of a Minetest map.

biochemic, to rust

For a while now i'm working on a Voxel game + Editor, that does have some unique mechanics, and is not just a copy of a popular game.
It's entirely written in rust, bevy and egui. I started the project last year in April

These images are mostly from my Discord Server, that i kinda use as a Dev Diary (let me know, if you're interested btw)

Below are some images from the last few updates
.
.
.
#voxel #block #game #rustlang #bevy #egui #discord

image/png
image/png
image/png

uevoxel, to random
@uevoxel@misskey.design avatar

ボクセルのチューリップ〜🌷 #voxel #voxel

image/png

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

My Avoyd GPU path tracer is getting closer to release. Recently I used my enkiTS tasking system to create the GPU resources so I could display a progress bar.

For models which filled the GPU device local memory & spilled to CPU host memory this caused a device lost error.

I had made the shader + pipeline creation parallel to buffer creation. Forcing shader + pipeline first fixed this. I'm guessing that running out of device memory prior to pipeline creation isn't a good idea.

#Vulkan #Voxel

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