Exploring an Infinite Voxel Forest
Follow me on Twitter for more frequent updates: The last few months of development have been about taking our small, fixed voxel scene and laying the foundation for a procedural world to expand infinitely. This simple forest walk is the last one we ll take, friends, for next up is going to be some longawaited gameplay. There are some things I d like to improve of course, such as the treeterrain collisions and the tree generation as a whole, but I think for now it makes a fine test scene. In the future, the world will feature more variation and improved terrain beyond just your everyday 3d noise. Also different from the previous videos is the engine is no longer using RTX. The entire renderer has since been redone using a custom ray tracer written with Vulkan Compute. The exact ray tracing performance isn t quite as high as RTX (of course), but it uses an extremely lightweight acceleration structure that actually allows for this type of dynam
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