
▲ 52 r/VoxelGameDev
My progress after about a year of on and off development
I've been working on my realtime voxel engine for about a year now and I've finally come to a state where I feel like I can present it to someone.
Current features include:
- Voxel Cone Tracing Global Illumination via raymarching
- Destructive Fracturing Physics
- Volumetrics (God rays & Fog)
- Particles
- Incomplete but usable editor (rigging, animations, scenes)
- Bone Animations from MagicaVoxel objects
This engine is fully written in Kotlin/JVM and uses OpenGL for it's rendering. Currently, everything runs on a single thread. Large scenes are still a bit of a problem performance wise but it handles large amounts of rigid bodies relatively well.
Edit: I forgot to say, but the model in the video isn't mine. It's made by Max Parata and can be found on itch.io. I just used this model for the demo.
u/meo209 — 2 days ago