Oh ye gods how have I failed thee - I must now boot up Unreal and await the holy shader compilation, thence onto Unity and Godot (whose load does not long take, so there is little waiting for Godot).
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Avoyd's glTF (.glb) voxel exporter is feature complete, so now time for some testing.
[#]Avoyd #VoxelEditor #Blender #IndieDev #VoxelGameDev #Unity #Godot #UE5 #Voxel #glTF
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I might re-write the export without the TinglTF lib to reduce buffer copies & memory consumption at some point, & I'd love to write a basic guide to creating a glTF binary static mesh file.
One thing I managed to miss from the docs is that a binary .glb only has one binary buffer, buffer 0. So the bufferviews must index into that.
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The glTF (.glb) format turns out to be reasonably simple once you've used it, but like many formats it's often a little hard to parse the documentation. So Syoyo's lib has been pretty helpful as there's a simple example of building a glTF from scratch. Images and binary buffer location wasn't covered, so that's taken me a bit to figure out.
I now have working pbr materials, with transparency to come.
[#]Avoyd #VoxelEditor #Blender #IndieDev #VoxelGameDev #Unity #Godot #UE5 #Voxel #glTF
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Work in progress Avoyd export to glTF binary (.glb) using https://github.com/syoyo/tinygltf
I have yet to add normals, texture coordinates and PBR material data, but hopefully this should lead to a direct voxel pipeline from Avoyd to UE5, Unity, and Godot.
[#]Avoyd #VoxelEditor #Blender #IndieDev #VoxelGameDev #Unity #Godot #UE5
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Yesterday I finished change #1637 from our Avoyd spreadsheet and today it's.... #0484. Wow, that's been in there a while.
[#]Avoyd #VoxelEditor #IndieDev
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Article on Stan's algorithm "A Simple, Fast and Effective Polygon Reduction Algorithm" with images here:
https://archive.org/details/game-developer-issue-36-november-1998/page/n45/mode/2up?q=%22pyramidal%22
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New 'full' mesh optimization now available in Avoyd Voxel Editor beta.
The previous optimizer worked on 32^3 volumes as it was derived from a realtime approach. The full optimizer welds each 32^3 section by marking section-edge verts and searching for duplicates, &running a full mesh optimization using vertex collapse similar to Stan Melax's method https://github.com/dougbinks/BunnyLOD
Get Avoyd: https://www.enkisoftware.com/products
[#]Avoyd #Polygon #Voxel #Mesh #VoxelEditor #IndieDev #Blender
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It's Friday, so it's merge into main and fire up the 'ol build system for a beta release [1]!
[1] This is not a regular Friday thing, and it's a beta.
[#]Avoyd #Voxels #IndieDev #VoxelEditor
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Frankly I think they missed a trick by not calling it Cider.
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"You should only suggest using Whisky for people who want Wine but are on Apple"
Actual words spoken today in the office about computer stuff.
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Proof that AI isn't working is that Youtube is offering me 10 or more videos about something called DerpSock
(typo intended) and only 1 about Perfect Roast Potatoes
.
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I'm writing a book about pastry prices near the Gulf of Mexico. I'm going to call it "Pie Rates of the Caribbean".
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Spaces should never have been allowed in file or directory names... this always causes some issue somewhere along the lines - in this case .obj format no likey.
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Avoyd Voxel Editor & Renderer of Mountains of Christmas Festival Minecraft map by LongFrogg
Java https://www.planetminecraft.com/project/mountains-of-christmas-festival-2000-x-2000-landscape/
Bedrock https://www.planetminecraft.com/project/mountains-of-christmas-festival-2000-x-2000-landscape-bedrock/
Get Avoyd > https://www.avoyd.com
[#]Avoyd #voxelart #voxel #3d #digitalart #art #render #gamedev #indiedev #minecraft
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Isometric render in Avoyd Voxel Editor & Renderer of Mountains of Christmas Festival Minecraft map by LongFrogg - 2000 x 2000 free map.
Java Edition https://www.planetminecraft.com/project/mountains-of-christmas-festival-2000-x-2000-landscape/
Bedrock Edition https://www.planetminecraft.com/project/mountains-of-christmas-festival-2000-x-2000-landscape-bedrock/
Download Avoyd > https://www.avoyd.com
[#]Avoyd #voxelart #voxel #3d #art #digitalart #art #render #gamedev #indiedev #minecraft
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"Volume Scattering Probability Guiding" (Xu et al. Proceedings of SIGGRAPH Asia 2024) looks interesting:
https://kehanxuuu.github.io/vspg-website/
Volumetric scattering is a significant expense in Avoyd's path tracer, so if I get time to look into & implement this it could be very helpful.
[#]Rendering #Volume #SIGGRAPH
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Mind the gap.
Parallel heightmap import into a deduplicated sparse octree (DAG style SVO) going well here. Nothing to see here, carry on, but please mind the gap.
[#]InterestingButWrong #Render #Voxels #HeightMap #Avoyd
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The Aerial > Terrain textures from @polyhaven can make decent voxel terrain by loading into Avoyd with the new 16bit + separate albedo (colour/diffuse) map (available soon in our Beta stream).
Aerial Rocks 04 4kx4k by
Rob Tuytel rendered here in Avoyd with an isometric view and max height of 1024 voxels.
[#]Voxel #Render #Texture #Polyhaven
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Working on importing 16bit heightmaps in Avoyd. Initial implemention done, can produce some nice looking results. Image below shows a heightmap of Kauai from https://manticorp.github.io/unrealheightmap/index.html imported and rendered in Avoyd.
[#]voxel #heightmap #Avoyd #render
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