Xypone
Xypone
  • Видео 8
  • Просмотров 1 123
Voxel terrain showcase 2
Added since last video:
- Trees & grass
- Improved terrain noise
- Biomes (ocean, forest, plains, mushroom forest)
- Terrain collisions with player
- Reflective materials
... And a bunch of other stuff I can't recall atm.
If you are wondering about the vanishing trees, it's because of some culling issues :)
Specs:
GPU: 3070Ti
CPU: i7 8700k
Просмотров: 64

Видео

Voxel terrain grid test
Просмотров 341Месяц назад
Showcasing of a procedural voxel terrain for a game I am currently working on. The terrain is rendered using GPU instanced mesh quads and lit using native Unity HDRP lighting.
First chunk showcase
Просмотров 352 месяца назад
A short video showcasing a terrain chunk in a WIP voxel game made in Unity. The chunk is 128 meters cubed in size and contains voxels with a side length of 0.25 meters. These are stored in a highly optimized octree data structure and rendered using instanced quads for a minimal memory cost. Music is Shuniji by C418.
3 Million Quads
Просмотров 3032 месяца назад
Its 3 000 000 alright, I counted GPU Instanced mesh quads in Unity. The instancing shader is built using the HDRP shader graph so it fully supports shadows and lighting.
Having fun with nebula shaders
Просмотров 213 месяца назад
Just me messing around with a WIP shader effect :)
Technical Breakdown of my Procedural Galaxy Generator made in Unity
Просмотров 1753 месяца назад
A more in-depth look at a procedural galaxy generator I made in Unity. In the video, I provide a quick breakdown for how it works behind the scenes. At the end I also provide a brief update/teaser for the new VFX approach. Music by skt13
Procedural Galaxy Generator Showcase [Unity]
Просмотров 934 месяца назад
A procedural galaxy generator I made in Unity. The seed value is sent to a randomizer which determines colors, the number of spirals (2-5), spiral curvature as well as noise and vector fields applied to the VFX. The particles are gpu instanced via the Unity VFX graph and move according to a starting velocity and vector fields. Music by White_Records
Procedural Octree Terrain
Просмотров 915 месяцев назад
A procedurally generated terrain built on octrees in Unity. The terrain is visualized through a mesh alongside a simple coloring shader. This project was done alongside my MSc project "Automated Octree LOD Based on Human Perception Metrics".

Комментарии

  • @BackroomsKidVR
    @BackroomsKidVR 16 дней назад

    Tutorial PLEASE

  • @ХадоукенХадоукевич

    very unusual and cool

  • @oshinwane6902
    @oshinwane6902 Месяц назад

    nice showcase do you have a 4090? because theres no way this runs smooth for everyone!

    • @Xypone
      @Xypone Месяц назад

      Thx! I am running this on my 3070 at a stable ~120fps in-editor but I can easily get up to ~200fps or more by not updating shadows every frame and by lowering the LOD thresholds a bit.

  • @angulinhiduje6093
    @angulinhiduje6093 Месяц назад

    meanwhile minecraft: 100 blocks, take it or leave it. ad dotn move to fast or its gg

  • @altitud49
    @altitud49 Месяц назад

    beautiful.... mesmerizing at that...

  • @GamerHog90Oo
    @GamerHog90Oo 2 месяца назад

    Now this is a good Minecraft man

  • @GamerHog90Oo
    @GamerHog90Oo 2 месяца назад

    My brain after a single intrusive thought comes to the light of day

  • @impireon
    @impireon 2 месяца назад

    RUclips compression go br

  • @betterert
    @betterert 2 месяца назад

    the bitrate 😭😭😭😭

  • @hoveringgoat8061
    @hoveringgoat8061 4 месяца назад

    man I'd love a short (or long) breakdown on how this works. (not a tutorial) Curious how big of a performance hit it has as well

    • @Xypone
      @Xypone 3 месяца назад

      I just uploaded a follow-up video with a technical breakdown and some performance related stuff :)