Voxel Engine Devlog 2 – Shapes, Serialization, and More



In this video, I share more progress developing my voxel raytracing engine, including an attempt at a new rendering method, map serialization, shape generation, and more.

check out the project on GitHub:
https://github.com/frozein/DoonEngine

resources about signed distance fields (SDFs):
https://en.wikipedia.org/wiki/Signed_distance_function
https://iquilezles.org/articles/distfunctions/

music (in order):
C418 – Certitudes: https://youtu.be/72fGruG_LSY
C418 – Danny Makes Chiptune: https://youtu.be/B7jwr7fBIiI
C418 – Preliminary Art Form: https://youtu.be/i9JyyRA5VdQ

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18 thoughts on “Voxel Engine Devlog 2 – Shapes, Serialization, and More”

  1. I think it's worth mentioning that there's an artistic benefit to restricting color space, too. Not just a memory savings.

    Sometimes restricting the space of options that an artist has acts like a catalyst for their creativity, like when dithering is used in small-color-space pixel art to make some really fantastic looking stuff that wouldn't have nearly as much character if it were done with more colors.

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  2. How do you calculate the normals per-voxel? Do you have to sample the surrounding voxels? What happens in really complicated situations, like when the voxel data is pretty much random? Do the normals still look reasonable?

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