r/VOXEL
GORTH - New structures: Bridge
I'm so soryy about spamming videos recently, but I make a "functional" bridge for the game and I am quite impressed how it came out. water reaction and destruction itself:P
Voxel based Depth-of-field
full blog post here: https://phantum.de/2026/05/18/voxelzeug-xviii-voxel-based-depth-of-field-pt-1
In my renderer Voxelzeug that I am developing the smallest, indivisible element is a voxel: A voxel (like a pixel) can only have a single color and must always have sharp outlines.
How do Lighting, Reflections and camera blur (depth of field) among other things work with these constraints - with Voxelzeug I am exploring these questions?
The above shows my first attempt (which I a currently changing) for voxel based depth-of-field. The geometry is modelled as an OC-Tree: Starting with a single cube that engulfs the whole scene and with 8 child-cubes of half its size (side length). Each of those 8 child-cubes has themselves 8 children, all the way down to eventually a voxel.
During raytracing per individual ray the tree might not get fully resolved, based on its distance to camera.
What do you think about my Pixel City Art?
Progress on my custom voxel engine (VoxelForge): Coastlines, procedural palms, and wind shaders :)
Hey everyone!
The engine is really coming together and the scenes are starting to feel much more alive. Here is a look at the coastal/ocean biome generation in VoxelForge.
Current features shown in the video:
- Coastal Topography: Smooth island transitions, shallow sandbanks, and deep seabed generation.
- Procedural Palm Trees: Curved trunks, coconut clusters, and cascading fronds.
- Foliage Wind Animation: Vertex shader displacement applied to flowers and palm canopies for organic breeze movement.
- Water & Lighting: Water transparency with reflections and a warm summer lighting profile.
- Skybox & High Clouds: Volumetric layered voxel clouds with horizon-aware rendering.
Still actively optimizing batching and draw calls, but really happy with how the atmosphere is turning out.
Feedback and thoughts are always welcome!
Trailer or Thriller or some sort of a video of sh*t I have done🎬. Steam page will apear in couple days📃, but YOU can surely have some experience already!! 🕹️
Need feedback. MagicaVoxel + Blender
Hi! I’ve been trying MagicaVoxel again recently, after about a year. I started making some characters and rigging them in Blender to see if I can get somewhere with it. This is one of them.
What do you think?
Any ideas for an interesting rendering style? Realistic lighting is kind of boring.
I also see the possibility of rigging some different faces for expressions. It’s a slow work in progress.
Hope you like it!
VoxelTV - Created an app that renders classic music videos as reactive 3D sculptures
Converted Raylib to Bevy. Here stats
GORTH - Weather system added, Hud info(WIP), ammo limits, loots, some new environmental units.
Bit more difficult, bit more challenging... Soon steam page, and demo release.
Admiring my work and something new at the end.
I'm working the quest system, nothing to show yet but I do have linked timed quests working.
I'm currently working on loading a custom map and associating it to quests.
Mining in my voxel game isn't just deleting blocks — supports can collapse and gravel actually flows
I'm working on CoreVore, a voxel mining game where excavation affects the environment. The clip shows precision mining, volume mining, structural collapse, and granular materials affected by gravity.
Blob Monster Test. Poll for monsters.
I was thinking of 3 monsters to play,
1 Giant Lizard similar to the goat Godzilla
2 UFO with lasers and arm upgrades
3 An amorphous blob that swallows things and gets bigger.
This blob is cool but tanks the framerate. maybe I'll use it another game.
If I get enough requests for the blob I will spend time on making gameplay match the fps limitations.