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Devlog
Sparse Voxel Tetrahexacontree rendering!
March 10, 2025
by
MountainLabs
1
#voxel, #Tree, #raytracing, #Game engine, #Game
I managed to get my voxel renderer working! Brickmaps were failing me for speed and memory size, so I switched to tree's. Specifically Sparse Voxel tetrahexacontrees (64tree or contree for short). Con...
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Hyperbolic Voxel Sphere
January 10, 2025
by
MountainLabs
2
#bugs, #Crazy, #Hyperbolic space, #Voxels
I was trying to upload the voxel world to the gpu, and it worked (kinda) but meanwhile I found that the voxel world was not rendering correctly. Somewhere in my raytracer the rays are being bent, caus...
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Devlog 001 "Anticipation"
January 02, 2025
by
MountainLabs
2
#voxel, #progresss
Progress is extreme! After rewriting the engine with Geese, an event system written by douglas dwyer, I found much needed modularity. But now I'm excited to announce that after many hiccups and other...
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Bevy and Path Traced lighting soon enough!!
October 02, 2024
by
MountainLabs
2
I decided to rewrite with the bevy engine, Reasons: To have a renderer that I can combine with raytraced voxels for UI, Non voxel entities, Partials, Skyboxes, etc Why is this difficult? Because the b...
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