New at SubtleTV! Close
What to Watch

Video: Video: Blocks full of blocks. Voxel Engine

Don't worry: we don't rotate our voxels here, because we know better. The whole approach is made possible thanks to a unified voxel framework. The world, physics processing, ray tracing (all of the objects are ray traced), lighting, procedural generation, sound tracing and collision detection all use the same voxel data, allowing for some nice optimizations. The entirety of the collision detection + physics processing (which is contact-based and uses a PGS solver) is done on a single CPU thread without any SSE trickery alongside the player input, though it is parallel-ready for really demanding scenes. There's some work to be done with improving player-object collisions, the sounds that play, some under the hood stability with the physics and of course, a proper physical response from trees since in reality they're soft bodies and not rigid bodies (mostly). In time, I hope to make this happen! Thank you all for your kind comments, feedback, and support!
John LingamingPeople & Blogs

Jalen Hurts

Dictionary

School Closing

Drive

Jared Kushner

Jeff Sessions

Kmart

LinkedIn

Clemson University

Derrick Rose

Calculator

Alabama Vs Clemson

Lola Kirke

Tree Man

NCAA

Share current
video
video
stream
Share Playlist
Close
Blocks full of blocks. Voxel Engine