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 […]

DevLog #003 – Rendering 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 So we’ve talked about why chunks are important in #001, and we made blocks as efficient as possible in #002 using Draw-Call […]

DevLog #002 – Making the First Block

Part of a series of posts in which we write a voxel engine from scratch for Android. If you missed the first entry in this DevLog, we talk about how we use chunks to store blocks in memory. It’s highly recommended you start here. Before we can start generating terrain, we have to think about […]

DevLog #001 – Let’s Build a Voxel Engine

Part of a series of posts in which we write a voxel engine from scratch for Android. In-between projects, we like to experiment with new tech to further enhance our in-house graphics engine (deepScene) and come up with new game ideas. Although we’ve only used our deepScene engine for 2D games so far, it’s actually […]