Online demo: https://github.com/DouglasDwyer/octo-release
Additional voxel models: https://drive.google.com/drive/folders/1lXTpIvv9BGtOaAVj0oaVUmOKiZ_cfWwE?usp=sharing
It’s time for another devlog, and the engine has undergone a ground-up rewrite! In this video, I showcase the new ray marched graphics. I discuss the drawbacks of rasterization and the importance of two attributes in voxel engines: per-voxel colors and per-voxel normals. Then, I explain the performance improvements in this iteration of the engine over my initial attempts two years ago.
Music used in the video:
Karl Casey @ White Bat Audio – The Saga
Chris Doerksen – Chase
Karl Casey @ White Bat Audio – End Credits
source
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Are your voxels ~5cm cubed or bigger or smaller?
My initial guess was maybe you have a mask for each type of material?
wtf are you talking about
it may be slow to access from cpu, but not from gpu itself
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