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3 posts tagged with "terrain"

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Voxel brushes

· One min read

Dug a tunnel into the side of the mountain...

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The engine now supports brushes for adding, removing, and painting multiple voxels at once.

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Also added a micro heads up display at the bottom so toggling between voxel types and brushes is not fully an exercise in memorization.

There are still a few bugs and, now with larger persisted worlds, the frames-per-second (fps) is quickly dropping out of the ~60 range. Nonetheless, the engine is feeling more capable.

More voxels

· One min read

Working a bit on terrain generation. Turns out it can be a lot more fun working on this in native desktop with Rust rather than WebGL given the runtime limitations of the latter.

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Terrain generator

· One min read

Added the ability to write Rust "scripts" (basically crates that the engine will run to get model output from) and added a voxel terrain with some basic procedural noise. I think of it as a "script" since it uses a blanket important use scriptlib::*; which brings in a lot of utilities to keep the code itself concise.

Also switched the WGPU to prefer linear RGB color until I progress a bit further and want to handle sRGB correctly.

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