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Thank You HN, Voxel Quest Is Funded

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Re: Thank You HN, Voxel Quest Is Funded

#12

Earlier quoted context omitted.

roughly one billion voxels per second on a single GTX 780 (seems crazy, but that is the count, you can see in some screenshots its usually generating around 10s to hundreds of billions of voxels within the first minutes of running) - [EDIT] also I should note that in many cases it super samples voxels up to 4 times or more, or 64 base voxels per result voxel (4x4x4). These voxels are stored in 2D projections of the c…

Truly impressive! What language are you using to code everything? C/C++? And for rendering? OpenGL or bare metal?

Thanks man. Respect :D

Re: Thank You HN, Voxel Quest Is Funded

#18
I'm not even sure anyone noticed this over the gorgeous visuals, but I think your decision to make it fully moddable—and even license out the engine ala Source—is what will make this thing a work of genius.

Re: Thank You HN, Voxel Quest Is Funded

#19
post #18

I'm not even sure anyone noticed this over the gorgeous visuals, but I think your decision to make it fully moddable—and even license out the engine ala Source—is what will make this thing a work of genius.

I think so to. I can create very little as one man, but I think I can provide a good foundation for others to work off of.

Re: Thank You HN, Voxel Quest Is Funded

#20
Good luck! with your project!

I once worked on and off on a 3D engine in C++ for about 8 years and know how much effort and perseverance it takes. I was young and somehow lost track while hacking in memory pools, shader generators and a custom scripting language... Don't fall into this trap! Keep it simple, don't NIH too much and focus on gameplay!

One question I have: How do you generate those wonderful, non-repeating dirt textures displayed in one of your videos? Is it a procedural texture or is it based on marching cubes or...? They really look amazing!

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