Hello friends. I spent this past weekend experimenting with training a neural network to generate 2D tile maps - or more specifically Zelda Oracle of Seasons maps - and wrote a blog post on the process and results. voxely.net/blog/using-a-rnn-… #MachineLearning
Replying to @TooMuchVoltage @voxagonlabs
Since other people will see this, I'll confirm that this is not the case. :)
Replying to @Icare3D @milesmacklin
Hardware-accelerated ray-traced displacement mapping... A dream come true.
Replying to @Skankhunt42E
I'm working on a scene and the blog post to go with it, which is turning out to be extremely long. It'll likely be a few days still.
Replying to @ProgrammerLin @tuxedolabs
Also, Teardown's lighting never ceases to amaze me. I don't think there's anything else out there that rivals it. So many different scenes in this video and they all look stunning!
Replying to @Skankhunt42E
It is now possible to attach custom data per-voxel and introduce new geometry types with ease. So while not directly, the code for growing plants is all there. One thing I'll probably showcase soon is growing vines with chain physics.
Not quite, but it'll be the first demonstration of the new codebase with all the new designs, which has big implications for the project as a whole. There will be many new features being showcased soon.
Replying to @void1games
I believe the fires have AO erroneously being applied to them, which is missing from the reflections. So it's not intentional, just an oversight. :)
Replying to @Skankhunt42E
A very early version of this project had rudimentary cloth simulation xitter.cf/ProgrammerLin/status/1…. The new codebase will feature non-rotated transformations and more soft body physics as well.
The only downside to having volumetric clouds is that standing on the ground and waving some cloth around doesn't seem all that cool in comparison. #voxels #gamedev #rtx #ProceduralArt
Replying to @xik_le
Yeah, it's a little goofy having them be inside the surface itself. The corner pocket collisions worked much better like this though due to an optimization in how the voxel collisions are calculated. This shortcoming hopefully shouldn't be an issue in the future though.
Replying to @ImSpaceLover684
Thanks! I'm sorry, but I don't have an answer to that at the moment.

