Tales From a Voxel World, part 2: First experiment with ray marching

In April 2018, I wrote the first Tales From a Voxel World dev log. But I never got around to really start my ray marching journey because of other projects (such as nine months of constant nausea followed by a new baby, an 8-year-old, studying, making a robot for a competition… the list is long 😉 ).

But early this summer I finally implemented my first voxel ray marching algorithm!

My very first ray marched voxels

This first version is based on the algorithm in the article “A Fast Voxel Traversal Algorithm for Ray Tracing” by John Amanatides and Andres Woo.

I was super proud of my very first ray marched voxels. But if you look close at the image above, the implementation was full of bugs.

So I went on a bug hunt!

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Tales From a Voxel World, part 1: Introduction and editing a texture at run time

Last week I finished and released a small puzzle game called Bionic Carrots. The game is one of three little games I’ve challenged myself to make before September.

This week I’ve been taking a break from Unity and my small game challenge. Instead I’ve been looking into another voxel project.

I have implemented very basic voxel engines before, where each voxel was rendered as a cube made of triangles. This was to get an initial feeling of what voxels are and what might be interesting research further at a later time.

Continue reading “Tales From a Voxel World, part 1: Introduction and editing a texture at run time”