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 π 6 π 0 π¬ 0 π 0
The difference is day and night :)
05.07.2025 04:12 β π 4 π 1 π¬ 0 π 0
Oh, signed distance fields (SDFs) are even more fun!
05.07.2025 03:01 β π 2 π 0 π¬ 0 π 0
Messing around with reflections....
05.07.2025 02:32 β π 0 π 0 π¬ 0 π 0
Added voxel hover highlighting and a toolbar you can actually click on to select blocks :)
04.07.2025 23:09 β π 1 π 0 π¬ 0 π 0
Watching the sunset in my #voxel engine. (Added a quick sun and stars to the shader).
21.06.2025 00:57 β π 3 π 0 π¬ 0 π 0
Gradual progress on my hobby #voxel engine. Finally have multiple block types with editing and persistence.
20.06.2025 17:02 β π 4 π 0 π¬ 0 π 0
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 π 2 π 0 π¬ 0 π 0
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 π 1 π 0 π¬ 0 π 0
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 π 3 π 0 π¬ 0 π 0
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 π 1 π 0 π¬ 0 π 0
Ah, there we go...fixed!
05.06.2025 04:28 β π 1 π 0 π¬ 0 π 0
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 π 0 π 0 π¬ 0 π 0
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 π 4 π 0 π¬ 0 π 0
Fun variation where I replaced the voxel hit test with a sphere ray trace
23.05.2025 15:35 β π 1 π 0 π¬ 0 π 0
"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 π 1 π 0 π¬ 0 π 0
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 π 2 π 0 π¬ 0 π 0
π Hmm, just noticed there's a bug with the shadows.
22.05.2025 20:19 β π 0 π 0 π¬ 0 π 0
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 π 2 π 0 π¬ 1 π 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 π 1 π 0 π¬ 1 π 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 π 1 π 0 π¬ 1 π 0
Starting to add texture mapping. A single texture spans an 8x8x8 voxel area.
21.05.2025 17:27 β π 3 π 0 π¬ 1 π 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 π 2 π 0 π¬ 0 π 0
Another random idontknowwhatthatis test model, but I got basic voxel raytracing working on the GPU!
21.05.2025 03:36 β π 1 π 0 π¬ 0 π 0
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 π 3 π 0 π¬ 1 π 0
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 π 1 π 0 π¬ 0 π 0
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 π 7 π 0 π¬ 0 π 0
Slowly reworking my rogue-like experiment to have a more organized UI and moving from ASCII to sprites
03.05.2025 18:23 β π 4 π 0 π¬ 0 π 0
Continuing with gamedev experiments. This time with some ASCII roguelike stuff :)
24.04.2025 01:22 β π 10 π 2 π¬ 0 π 0
Shifting focus to general gamedev and away from voxels and graphics for a bit.
16.04.2025 22:46 β π 4 π 0 π¬ 0 π 0
I like playing videogames and making videogames.
Mythscroll is available to wishlist on Steam now: https://store.steampowered.com/app/3700080/Mythscroll/
Making LunaVoxel, a collaborative voxel art website
https://github.com/tfritzy/LunaVoxel
Previous projects: typeracing.io, bufo.fun
Lead Developer on http://typegpu.com // @swmansion.com
π¨π»βπ»πΈπ https://github.com/iwoplaza
π§π·οΈβοΈ https://github.com/mobends
πΆπΉπΆ http://soundcloud.com/ivesiris
πΎ Hypernode is your feed for #BBS culture, #ASCII aesthetics, and terminal-era tech! Your new source for what's hype in the underground #TEXTMODE world. Need proof? Scroll below!
π Telnet://HYPERNODE.DDNS.NET
βοΈ she/her π₯οΈ game dev π https://aurailus.com
Through a series of confusing and unusual events, I'm now the director of an indie game studio, @effortgames.ca!~
Also making Zepha, a super-fast moddable voxel engine!
Profile & Banner by @zythia.art
Elizaveta Nazarova frilanse artist
Commissions:β
π¨ Illustrations fantasy/fantastic/horror/romantasy/romance
π Book cover/cd/board game
βοΈ Concept art
π² D&D/MtG
πΊοΈ Maps/cartographerβ¦
No Ai~No NFTs
Elizabet.artstation.com
Cara.app/Elizabethillustrator
Data Architect during daylight
#pico8 & #playdate gamedev at night!
Pico8 game catalog: https://freds72.itch.io/
Playdate game: https://play.date/games/snow/
Rendering, ray tracing, Metal API.
Sometimes design, mostly nonsense. Lehigh Valley, PA. T1D. Dogs love me cause Iβm crazy sniffable.
I have a bandcamp. https://thegordonbombay.bandcamp.com
I am a Christian.
I program.
I am a fluent toki pona speaker apparently, but just in case #oponaemi
the game designer behind Viewfinder. he/him π³οΈβπ
We are passionate about providing high-quality Voxel Game Assets for your game projects!
πSupport me: http://patreon.com/MrMGames
πStores : https://linktr.ee/mrmgames
Wishlist Allumeria! - https://store.steampowered.com/app/3516590/Allumeria/
Discord: https://discord.gg/Ddh3acCtVx
I like making low-fidelity first person games. I use #OpenTK, #Unity #Godot and #Raylib
Software dev for health care products by day, side project hoarder by night.
π¦ rust | πΎ game dev | π² dnd | π¨οΈ 3d printing
π Hamburg, Germany
Website: https://jflessau.com
GitHub: https://github.com/jflessau
Mastodon: https://hachyderm.io/@jflessau
Hi, Iβm Jessie! Building my first game with Rust, Bevy engine, Blender & Krita. Sharing progress creations along the way.
Software Developer | Exploring game prototypes in his free time. Currently, enjoys using #bevy very much!
ENG:
Gamedev, 95. I enjoy making the more update-based or episodic games.
Low tier hardware focus. Godot 4 OpenGL.
RU:
ΠΠ΅ΠΉΠΌΠ΄Π΅Π². 1995. ΠΡΠ±Π»Ρ ΠΈΠ³ΡΡ Ρ ΡΠΎΠΊΡΡΠΎΠΌ Π½Π° ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΡ ΠΈΠ»ΠΈ ΡΠΏΠΈΠ·ΠΎΠ΄Ρ.
ΠΠ°ΡΠ΅Π»Π΅Π½Ρ Π½Π° ΡΡΠ°ΡΠΎΠ΅ ΠΆΠ΅Π»Π΅Π·ΠΎ. Godot 4 OpenGL.
https://taplink.cc/widekotik
A new hope !
French UX & Web Designer
Video games in the blood
#WeebForEver