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Miscellaneous Updates

Hantverk'n
A downloadable game

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.)

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