Ray Traced Voxel Engine in Unity - Voxtopolis Devlog 1

Published 2024-04-03
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#voxel #unity #gamedev

Adding some commentary and showing the project's progress!

All Comments (17)
  • @pepguitar001
    You deserve a sub, great work! Looking forward to see where this project will go
  • @marinemaaan7015
    Thanks so much for sharing, and I wish the best for you and all your projects. I've been stuck planning how to approach my ideas and your explanations helped me gain more momentum.
  • @AntonioNoack
    It would be nice if you could make the reflections raytraced. Not having screen-space reflections is one major benefit of being able to use real-time raytracing.
  • @TimiPigeon
    This is looking great so far! Are there any plans to add physics similar to sand/gravel in Minecraft, or even tree physics like Vintage Story? Adding more physics could open up lots of gameplay opportunities, and could even make for a really engaging and interesting combat system!
  • @Conlexio
    thank you for sharing! i’m sure the blocky terrain helps with the octree traversal performance. do you think it would still perform well on a more organic scene?
  • @gsestream
    triangles can be voxels, single light value.
  • @thebattlemageXD
    Ok I have some ideas/criticism that I want to float by you: 1 ) A more elaborate LOD system; I noticed that when you are far enough away the trees just pop out of existence which makes the world feel incomplete (it’s wip I know). If there were more LOD levels to the point where the tree where just represented by like 4 pixels it would be WAY better then there just being nothing. 2) Water reflections; This is just me but a believe that still water should not have ripples in it and the fact that the mirror like reflection should not be hidden because it’s a voxel game. There is already a level of disbelief that is permissible for it not to be hidden (OPINION) 3 ) Gravity; I think the tree entity’s should have physics in way that if the bottom of it is cut the rest falls a way like the non physical voxels. More like a hybrid voxel that detects collision but also falls away if severed. I’m very interested in you project, I’m not an investor sadly. But I thought I could help by brain storming some ideas.
  • @Batlordi
    Betere updates dan Minecraft 😘
  • @StiffAftermath
    Too bad the assets load so slowly. This engine would not be well suited for a flying game. The pop-in would break immersion so badly.