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Ridley Winters

@ridleywinters.bsky.social

πŸ¦β€β¬› #voxels, code wandering, trying to be nice to people, #rust, #bevy, #deno, #wasm, #wgpu

87 Followers  |  169 Following  |  49 Posts  |  Joined: 28.12.2023  |  2.103

Latest posts by ridleywinters.bsky.social on Bluesky

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The render now supports sub- #voxels! The subvoxels are not interactable (you can't remove individual subvoxels from the full-sized parent) but full-sized voxels can be assigned any arbitrary subvoxel shape.

05.07.2025 19:04 β€” πŸ‘ 6    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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The difference is day and night :)

05.07.2025 04:12 β€” πŸ‘ 4    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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Oh, signed distance fields (SDFs) are even more fun!

05.07.2025 03:01 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Messing around with reflections....

05.07.2025 02:32 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Added voxel hover highlighting and a toolbar you can actually click on to select blocks :)

04.07.2025 23:09 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Watching the sunset in my #voxel engine. (Added a quick sun and stars to the shader).

21.06.2025 00:57 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Gradual progress on my hobby #voxel engine. Finally have multiple block types with editing and persistence.

20.06.2025 17:02 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Switched back over to wgpu (after learning a bunch from the software rendering) and added a player controller. Progress!

17.06.2025 19:01 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Software voxel raytracer...has shadows, got voxel picking working, and -- given that it's in 100% software raytracing -- I'm decently happy with the 20-30fps it's managing for ~40,000 voxels.

12.06.2025 19:17 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Playing with lighting in the Q2 renderer. Rendering all the lights in the map as point lights rather than using lightmaps.

10.06.2025 19:18 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Got per-model transforms working (two soldiers, one mesh!), which was a lot harder in WGPU that I anticipated. Previously I was cheating by duplicating the meshes and changing vertex data. Understand bind groups and dynamic offsets a *tiny bit* better now.

05.06.2025 19:47 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Ah, there we go...fixed!

05.06.2025 04:28 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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MD2 model loading. Debugging the normals as I seem to be generating clockwise faces that are getting culled out. Looks fine when I use a normal shader though...

05.06.2025 04:08 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Got texture mapping working with a WGPU-based Quake 2 renderer. Made it challenging for myself by using a texture atlas despite the Quake 2 map format relying heavily on repeating textures.

03.06.2025 23:29 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Fun variation where I replaced the voxel hit test with a sphere ray trace

23.05.2025 15:35 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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"Sky shader" - in quotes since it's a nothing more than a gradient blend that looks good enough to me. Nothing fancy!

22.05.2025 23:02 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Alright! New test scene to check that I fixed the bug with shadows. I had accidentally left in some code to intentionally skip self-intersections that I needed to delete. Oops. Looks much better now.

22.05.2025 21:05 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

🐜 Hmm, just noticed there's a bug with the shadows.

22.05.2025 20:19 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Woohoo! Got multiple chunks rendering! It's one buffer storage buffer of voxel data along with a chunk count and offsets array. One draw call for ~400k voxels.

22.05.2025 20:18 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Private repo since it's a mess of hobby code, experiments, and hard-coded "let's just get this to work" type stuff. Glad to share any specifics though!

21.05.2025 19:11 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I'm a big fan of bevy, but for this I'm using winit + wgpu directly to learn more about the low-level stuff happening under the hood.

21.05.2025 18:40 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Starting to add texture mapping. A single texture spans an 8x8x8 voxel area.

21.05.2025 17:27 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I render a full-screen quad, compute a ray from each fragment (the camera data is in a uniform), then run a ray-sphere and a ray-plane intersections with intersection code translated to WGSL. The shader is hard-coded to these two objects for now since I haven't done much WGSL before!

21.05.2025 12:48 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Another random idontknowwhatthatis test model, but I got basic voxel raytracing working on the GPU!

21.05.2025 03:36 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Playing around with GPU raytracing (using Rust and wgpu). It's a hardcoded, simple scene, but hey, it works!

20.05.2025 20:38 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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I've been all over the place with what I've been experimenting with...This time it's a software voxel renderer written in Rust with some basic shadows and normal shading. (The model is a test grid that not supposed to be anything in particular)

13.05.2025 22:21 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Experimenting with making the tile renderer 3D(-ish). Sort of working towards merging the recent rogue-like experiment with some older voxel work I did in the past.

04.05.2025 14:52 β€” πŸ‘ 7    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Slowly reworking my rogue-like experiment to have a more organized UI and moving from ASCII to sprites

03.05.2025 18:23 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Continuing with gamedev experiments. This time with some ASCII roguelike stuff :)

24.04.2025 01:22 β€” πŸ‘ 10    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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Shifting focus to general gamedev and away from voxels and graphics for a bit.

16.04.2025 22:46 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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