Posted August 21, 2024 by Teknologicus
I'm currently working on moving the voxel volume level of detail mip map generation and voxel ambient occlusion adjacency bit optimization pre-calculations into compute shaders for much better performance over being done in C++ (in a single thread). I'll post a video when that's finished. After that, I'm going to work on dynamic lighting. In the meantime, here's a screenshot of tweaked cobblestone and mossy blocks. (Cobblestone also now tiles correctly with blocks of size 4x4x4 voxels or larger.)