DevLog #011 – Performance Update

Reducing Vertex Bandwidth Overhead After weeks of optimizing our voxel game engine, we still weren’t getting the kind of frame-rate we needed, so the decision was made to finally switch to using VBO‘s (Vertex Buffer Objects) to pass data to the GPU instead of passing vertex arrays every frame. This predictably improved performance a great […]

DevLog #010 – Progress Update

In the last post we talked about getting the UI working, but in fact we’ve been working on much more than that – many of the gameplay elements are starting to come together; building and destroying blocks, player animations, and a working inventory. What started as a basic engine is starting to look like an […]

DevLog #009 – UI Design

It’s been a while since the last update, but despite the whole world grinding to a halt with this lockdown, we’ve been making decent progress on our voxel game project. The last 2 weeks have been focused almost entirely on getting a user interface into the game. Our engine has inherited a pretty advanced UI […]

DevLog #008 – Night & Day

Part of a series of posts in which we write a voxel engine from scratch for Android. First Post: DevLog #001 – Let’s Build a Voxel Engine Recent Posts: DevLog #004 – Generating Terrain DevLog #005 – Streaming Chunks DevLog #006 – Adding Water DevLog #007 – Adding Trees It might seem too early in […]

DevLog #007 – Adding Trees

Part of a series of posts in which we write a voxel engine from scratch for Android. Previously: DevLog #001 – Let’s Build a Voxel Engine DevLog #002 – Making the First Block DevLog #003 – Rendering Chunks DevLog #004 – Generating Terrain DevLog #005 – Streaming Chunks DevLog #006 – Adding Water No terrain […]

DevLog #006 – Adding Water

Part of a series of posts in which we write a voxel engine from scratch for Android. Previously: DevLog #001 – Let’s Build a Voxel Engine DevLog #002 – Making the First Block DevLog #003 – Rendering Chunks DevLog #004 – Generating Terrain DevLog #005 – Streaming Chunks Water is weird stuff – and it […]

DevLog #005: Streaming Chunks

Part of a series of posts in which we write a voxel engine from scratch for Android. Previously: DevLog #001 – Let’s Build a Voxel Engine DevLog #002 – Making the First Block DevLog #003 – Rendering Chunks DevLog #004 – Generating Terrain If you’ve been following this devlog, you’re probably beginning to see just […]

DevLog #004 – Generating Terrain

Part of a series of posts in which we write a voxel engine from scratch for Android. Previously: DevLog #001 – Let’s Build a Voxel Engine DevLog #002 – Making the First Block DevLog #003 – Rendering Chunks It’s impossible to talk about terrain generation without mentioning Perlin Noise; a very famous algorithm developed by […]