Programming. Programming. Programming. Lots and lots of programming. https://xitter.cf/t.co/961FTHVg8R

Joined March 2012
Replying to @interronyan
Yes, larger spheres tend to roll much better.
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Voxel billiards, anyone? Cubes roll surprisingly well. #gamedev
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Replying to @harrisonpartch
youtube.com/watch?v=VQv1OEm_… This build showcases various types of glass and mirrors.
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Ah, I agree, which is why I had to fallback to also rendering supplemental particles. If you haven't seen it, @Vuthric talked about the method he used and it looks better than anything I've ever seen in realtime: youtube.com/watch?v=-cKgZrrB…
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Here is a shallow outline of how everything ties together. It's based around a game design that to this day is still unannounced, but it will allow for easy modding and I hope to share it soon. The engine will be ripe for sharing/licensing but don't have more info on that yet.
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Replying to @dimatvorog
Thanks! There's some technical information as to how it works in the description here: youtube.com/watch?v=8ptH79R5…
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Replying to @sirati97
There's a YouTube version I forgot to post here youtube.com/watch?v=8ptH79R5…
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Sorry all, I forgot to post the link to the extended YouTube version with some technical information: youtube.com/watch?v=8ptH79R5…
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What started a year and a half ago as just some Vulkan #voxel ray tracing experiment has evolved into something far beyond my wildest of dreams. The sky's the limit from here, and I intend to take it beyond, so stay tuned. #gamedev
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Here's a still screenshot from a different angle since Twitter's video compression is so lossy. A full-feature video will go on YouTube when it's ready :)
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Our voxel world comes to life in all its chaotic procgen glory with path traced global illumination finally making a triumphant return. #voxels #gamedev
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Some gravity-defying vegetation in a procgen test today that looked cool enough to share. The actual worlds won't look exactly like this, but this does give a pretty solid clue as to what you can expect. #voxels
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Unrealistically strong god rays + unrealistic collection of trees = cozy scene. Now we just need some unrealistic color vibrancy and we'll be all set. #voxels #screenshotsaturday
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Rendering is now 10x faster on average, which allowed me to double (8x volumetric) the flower detail and implement proper ray traced soft shadows, AO and specular highlights. The core design is almost complete, so a full tour should be soon (tm). #voxels #screenshotsaturday
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Threw together some quick GI, scene composition and world gen with many tool and engine features finally completed. I'm feeling very optimistic for where this is heading. #voxels
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Gentle breeze animations and leaf palettes are now working for these new higher res #voxel tree (and vegetation) models. Proper lighting, a dynamic and detailed proc world, and a massive view distance are coming soon. #gamedev
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I've been working on a 3rd revision to my engine, which shrinks the #voxels and gives an 8x (512 cubic) detail increase, among a dozen other improvements in world gen and view distance. The scene composition and lighting isn't quite there yet, but here's a preview of the updates.
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The YouTube version will some details is here: youtube.com/watch?v=8O1bsNaF…
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Trying to wash away your problems but they keep coming back: #voxels #gamedev #screenshotsaturday
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