I had to sacrifice a feature to implement Lighting

Описание к видео I had to sacrifice a feature to implement Lighting

In this video I show you how I implemented the (floodfill) lighting system. Smooth lighting in particular ended up causing me some trouble with the rendering technique from    • Detailed voxel models   for voxel models which meant I had to make some sacrifices.

I also fixed the last bug from the volumetric fog video, allowing me to record a much cleaner scene of the foggy forest.

- Discord:   / discord  

- Github: https://github.com/PixelGuys/Cubyz

Cubyz is an open source voxel sandbox game.

Cubyz will be updated every couple months.

Resources for Floodfill Lighting:
Seed of Andromeda(Ben Arnold):
https://web.archive.org/web/202106220...
https://web.archive.org/web/202104162...
   / @dubstepcoder  

AnotherCraft(master thesis project by Danol):
https://github.com/CZDanol/AnotherCra...
   / @czdanol  

Low level Gamedev:
   • I added Shaders to my C++ Minecraft C...  
   / @lowlevelgamedev9330  

Final for each:
   • I Remade Minecraft With Colored Lights  
   / @finalforeach  

Games with Gabe:
   • Adding Multiplayer, Colored Lights, a...  
   / @gameswithgabe  

jdh:
   • Adding infinite build height and colo...  
   / @jdh  

0fps:
https://0fps.net/2018/02/21/voxel-lig...

0:00 Intro
0:12 near plane clipping → flicker-free fog
0:35 Floodfill Lighting
1:05 Smooth Lighting
1:35 Voxel Models :(
2:01 A Solution?
2:49 It's ugly
2:55 Sacrifice
4:48 Anisotropic Filtering
5:07 Lighting Showcase
5:38 So many bugs
5:52 Channel Growth (1 secret) and more bugs
7:52 End

Music: None :(

#devlog #gamedev #voxel

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