Rendering voxels with raytracing, rust + wgpu (Stream 46)

Поделиться
HTML-код
  • Опубликовано: 9 фев 2025
  • Streamed on 16.10.2024
    Finally streamed again!! :DD. Have been busy with stuff and also taking my time to rest.
    Off-stream I have started work on voxel raytracing, and I continued that work this stream. More specifically, I got camera rotation working & improved the movement.
    The movement still needs improvements, and the raytracing itself is really scuffed as well. BUT, we are steadily progressing forwards...
    / neropatti
    neropatti.com/...

Комментарии • 2

  • @keyjin6542
    @keyjin6542 3 месяца назад

    Really inspiring :) Pushes me to continue on my idea of a small voxel game / minecraft replica!
    I started with Bevy, which has really interested concepts and reduces overhead of stuff i dont want to focus on. Maybe give it a try :D

    • @streampatti
      @streampatti  3 месяца назад +1

      I have tried Bevy, and it wasn't the right fit for me. I did like how easy the web builds were, though!
      My problem was that while I could get sprites up on the screen easily, I couldn't do some more complicated things easily. So basically I wanted to get some 2D shadows going, and to do it, I would've had to talk to the rendering backend and figure out how to do things there... it just seemed like a complicated task. I could have figured it out, but I didn't want to wrestle with the internals of Bevy. I thought that I would rather work directly with a rendering API and do it all myself, so that's what I'm doing right now ^^
      I still haven't figured out how I want to do triangles with WGPU, so making simple 2D games and UIs is a thing I have to figure out. But raytracing is a more interesting problem to solve, so I'm tackling that first :D
      Good luck on your project!