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Voxel Engine with Odin+Metal

This is my playground for learning mesh shader pipelines applied to a voxel engine.

As of right it's just a mess, so if you came here looking for a nice example, you won't have much luck yet.

To Do:

  • Model the voxels with a Z-Order Curve (Morton encoding) Octree
  • Do some culling on the object shader
  • Decide on the actual rendering techniques and style. Per voxel or full path traced? Radiance Cascade maybe?
  • Decouple world updates from renderer and improve input

To NOT Do:

  • There will be no temporal amortization.
  • There will be no upscaling tricks (unless we can ensure certain level of quality).
  • No hardware raytracing will be used.
References:
Other people making voxel engines:
Assets: