
John "Lin"
@ProgrammerLin
Programming. Programming. Programming. Lots and lots of programming. https://github.com/Lin20
Talvez você curta
Hello friends. I spent this past weekend experimenting with training a neural network to generate 2D tile maps - or more specifically Zelda Oracle of Seasons maps - and wrote a blog post on the process and results. voxely.net/blog/using-a-r… #MachineLearning
What's the "perfect" voxel engine? What's the best voxel format? How do you design for multiple systems? How can voxel rendering be done in a modular fashion? I talk about how I recently answered these questions in my latest blog post: voxely.net/blog/the-perfe… #gamedev #voxels
I have started a blog. The first post talks about some of the design choices I made for the new codebase, which at this point is finally complete and I'm very excited to begin integrating the old voxel systems with it. voxely.net/blog/object-or…
Some gravity-defying vegetation in a procgen test today that looked cool enough to share. The actual worlds won't look exactly like this, but this does give a pretty solid clue as to what you can expect. #voxels
Unrealistically strong god rays + unrealistic collection of trees = cozy scene. Now we just need some unrealistic color vibrancy and we'll be all set. #voxels #screenshotsaturday
Rendering is now 10x faster on average, which allowed me to double (8x volumetric) the flower detail and implement proper ray traced soft shadows, AO and specular highlights. The core design is almost complete, so a full tour should be soon (tm). #voxels #screenshotsaturday
Threw together some quick GI, scene composition and world gen with many tool and engine features finally completed. I'm feeling very optimistic for where this is heading. #voxels

Gentle breeze animations and leaf palettes are now working for these new higher res #voxel tree (and vegetation) models. Proper lighting, a dynamic and detailed proc world, and a massive view distance are coming soon. #gamedev
I've been working on a 3rd revision to my engine, which shrinks the #voxels and gives an 8x (512 cubic) detail increase, among a dozen other improvements in world gen and view distance. The scene composition and lighting isn't quite there yet, but here's a preview of the updates.

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