VoxelSpace
zoxel
VoxelSpace | zoxel | |
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20 | 6 | |
5,794 | 31 | |
- | - | |
0.0 | 9.4 | |
about 1 year ago | 4 days ago | |
C | C | |
MIT License | GNU General Public License v3.0 only |
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VoxelSpace
- VoxelSpace – Terrain rendering algorithm in less than 20 lines of code
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I made a proof of concept 2.5d engine (Download in comments)
This uses the "Voxel Space algorithm" used in 1992s Comanche to get a faux 3d terrain. Based on the code from here with some optimizations to get a reasonable FPS.
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Voxel Space Engine: Comanche Terrain Rendering
Reminds me of this: https://github.com/s-macke/VoxelSpace
Another implementation to play around with here; this one's not DOS but web based though.
- Terrain rendering algorithm in less than 20 lines of code
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The Genius of Binary Space Partitioning in Doom
I'm reminded of the render algorithm in Comanche, the 1992 video game [0]. I find it remarkably ingenious, and it certainly felt incredible at the time.
[0] https://github.com/s-macke/VoxelSpace
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Infinite procedural terrain generated in Godot3D
The heightmap I've been manipulating may also be familiar to you, but not for the same reason, because it's terrain data of Mt. Fuji. I'm thinking of heightmap files instead of infinite noise, mixing the perks of ray-based rendering insights with a manageable early-'90s-style aesthetic and conventional level design. An erosion simulation could be preprocessed with a seamless OOB margin in that context too.
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Voxel space and WGPU troubles
I wrote a voxel space implementation in Rust some time ago using SFML, and now am trying to move it to WGPU in order to learn how GPUs work better and perhaps solve a horizontal lines glitch I've got.
- Rustenstein 3D: Game programming like it's 1992
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Voxel rendering using pixel columns.
Recently, I’ve been getting into voxel rendering, and I’ve been thinking of a way of extending the voxel space algorithm. https://github.com/s-macke/VoxelSpace
zoxel
- Dynamic Buffers?!
- Voxel RPG Adventure
- Introducing my voxel RPG game: now available on GitHub and recently ported from Unity ECS
- Porting my Voxel Game
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Textured Square, works on Pinephone Pro but not PC?
It's a very basic shader. https://github.com/deus369/open-zoxel/blob/master/Resources/Shaders/TexturedRender2D.frag The rendering code is here, with a setup of a texture. https://github.com/deus369/open-zoxel/blob/master/Source/Core/Rendering/OpenGL/Util/OpenGLUtil.c And it works fine on the phone (arm, 3.0 es) but on the PC (3.2 es) it just doesn't load.
What are some alternatives?
DIYDoom - An attempt to understand how DOOM engine works
m4kc - Minecraft 4k: decompiled, translated to C using SDL for graphics and input, and improved upon
GameBoy-Advance-3D-voxel-space-demo - A custom 3D voxel space engine tech demo for the GameBoy Advance
edopro - A script engine for "yu-gi-oh!" and sample gui (former "ygopro")
Descent-2 - The Descent 2 source code.
CaveCube - An in-development open source voxel game
rustenstein - Wolfenstein 3D port written in Rust
CavEX - Project to recreate your favourite block game for the Wii (Beta 1.7.3)
abrash-black-book - Markdown source for Michael Abrash's Graphics Programming Black Book
Portal-Raycaster - A software portal rendering game engine
infinite-terrain-3D - A very simple infinite terrain generator for Godot 3D (v.3.4.2)
Medo - Haiku Media Editor