Sil Tutorials January 17, 2017 Screenshot Some More Debug Readouts Sil Tutorials January 17, 2017 Screenshot View fullsize I added some more debug readouts in the top left that I can easily enable and disable. Also changed the clear color to white for the time being so we can see which faces are actually being drawn. I've also gone and sped up the rendering a little bit more. We used to drop to about 24FPS is large open areas. Now we can always stay above 30 since our early out in the loop is when the block we are checking is solid. We get a consistent 60 inside cave-like areas which is good.
Sil Tutorials January 14, 2017 Video Shadows Video Demo 1 Sil Tutorials January 14, 2017 Video This is the first working version of the shadows idea I wanted to try. Made a quick video to show the current state of the shadows and lighting in real time.
Sil Tutorials January 14, 2017 Screenshot Shadows Are Slowly Getting Better Looking Sil Tutorials January 14, 2017 Screenshot View fullsize
Sil Tutorials January 3, 2017 2016 Gallery 8: DirectX Voxels Sil Tutorials January 3, 2017 View fullsize Started working with voxels again. These are drawn using the dynamic buffer View fullsize Testing all the different Voxel Types' texture mapping. The textures used here come from Sphax PureBDCraft for minecraft (http://bdcraft.net/) View fullsize Added static buffer generation and the ability to add multiple chunks. View fullsize Added ray-casting method to find the block you are looking at View fullsize Built a crappy house for testing purposes. View fullsize Switched to original minecraft textures since they are lower resolution. Added a lot more chunks with a spherical view distance. Haven't done any Frustrum Culling yet so the view distance is pretty tiny View fullsize Started working with an alternate method for rendering that uses a area fill method to find everything up to a certain distance. View fullsize Added some ray-casting to the rendering to make some rudimentary shadows View fullsize The shadows don't look very nice yet on uneven terrain