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๐ŸงŠ Voxel engine prototype made with the bevy game engine. Serves as a playground for experimenting with voxels, terrain generation, and bevy.

License: MIT License

Rust 92.22% WGSL 7.78%
bevy-engine game voxel voxel-engine

vx_bevy's Introduction

banner that looks epic

๐Ÿ“– About me

  • ๐Ÿ‘ฆ My name is Lucas, but I go by the name of Game4all on the internet

Tech I know and use :



Text editors:


โญ Interests

  • ๐Ÿ’– I have an interest for computer graphics, game development and procedural generation.

  • I have an obession with particle physics and voxel-based games ๐ŸงŠ.

  • Anime is great.

๐Ÿงช Current "active" projects

โœˆ

vx_bevy's People

Contributors

game4all avatar hans-pistor avatar juliohq avatar meyerzinn avatar naomijub avatar rparrett avatar vilunov avatar

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vx_bevy's Issues

Simdnoise doesn't support non-x86

For anyone trying to get the world generation to work on a non-x86-target, you need to patch the 3.1.6 version of simdnoise with this commit verpeteren/rust-simd-noise@23c6905 .

I made a fork of simdnoise which does the trick for me:

simdnoise = { git = "https://github.com/merlinfuchs/rust-simd-noise", branch = "3.1.6-patch" }

Feel free to close this, just leaving this here if anyone runs into the same problem.

Plugin-ize and package for release

There's a few roadblocks preventing this from being released as a plugin in its current state:

  • Expose a better resource API for managing loaded chunks.
  • Add events / a way to plug in custom world generation.
  • Rework the material system to be extendable by the user.

And more that I may have missed.

Port to bevy 0.9

  • Port voxel terrain pipeline to bevy's material system.
  • Add emissive materials (using bloom post processing effect)
  • Add support for directionnal shadows.
  • Add FXAA

Question about goal of this project.

Iโ€™m also somewhat working on a Voxel engine at the moment based on block-mesh as well and perhaps wanted to make some pull request but before I were to do that Iโ€™m curious what exactly you see this repo being used for. Do you see it as like a general purpose voxel engine for people using rust maybe something like the Godot-Voxel plugin for Godot. Or do you see it more as of something like Minetest? Just curious as to what the goal of the project is exactly.

Q: Convert into Bevy Plugin?

Do you plan to turn this project into a bevy plugin, or do you intend to keep it more or less separate like a derivative engine?

Update to Bevy 0.10

https://bevyengine.org/learn/migration-guides/0.9-0.10/

Cargo outdated -R shows:

Name             Project  Compat  Latest  Kind    Platform
----             -------  ------  ------  ----    --------
bevy             0.9.1    ---     0.10.0  Normal  ---
bevy_atmosphere  0.5.0    ---     0.6.0   Normal  ---
bevy_egui        0.17.1   ---     0.20.2  Normal  ---
bitflags         1.3.2    ---     2.0.2   Normal  ---
once_cell        1.16.0   1.17.1  1.17.1  Normal  ---
thread_local     1.1.4    1.1.7   1.1.7   Normal  ---

The following crates can be updated without any problems:

thread_local = "1.1.7"
once_cell = "1.17.1"
simdnoise = "3.1.6"
bitflags = "2.0.2"

Custom meshes

There is no possibility yet to make a custom meshes, only default voxels?

Port to bevy 0.8

I should clean my stupids hacks and use bevy's storage buffer abstraction

Look into raymarching for chunk rendering

Raymarching chunk bounding boxes with raymarching and instanced rendering should hopefully yield better results than mesh based rendering of voxels at the cost of more GPU memory usage but that's a fair tradeoff I guess.

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