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 […]

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 #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 […]