John "Lin" (@programmerlin) 's Twitter Profile
John "Lin"

@programmerlin

Programming. Programming. Programming. Lots and lots of programming.

github.com/Lin20

ID: 520838347

linkhttps://voxely.net/blog calendar_today10-03-2012 23:49:24

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John "Lin" (@programmerlin) 's Twitter Profile Photo

I've been working on a 3rd revision to my engine, which shrinks the #voxels and gives an 8x (512 cubic) detail increase, among a dozen other improvements in world gen and view distance. The scene composition and lighting isn't quite there yet, but here's a preview of the updates.

I've been working on a 3rd revision to my engine, which shrinks the #voxels and gives an 8x (512 cubic) detail increase, among a dozen other improvements in world gen and view distance. The scene composition and lighting isn't quite there yet, but here's a preview of the updates.
John "Lin" (@programmerlin) 's Twitter Profile Photo

Gentle breeze animations and leaf palettes are now working for these new higher res #voxel tree (and vegetation) models. Proper lighting, a dynamic and detailed proc world, and a massive view distance are coming soon. #gamedev

John "Lin" (@programmerlin) 's Twitter Profile Photo

Threw together some quick GI, scene composition and world gen with many tool and engine features finally completed. I'm feeling very optimistic for where this is heading. #voxels

Threw together some quick GI, scene composition and world gen with many tool and engine features finally completed. I'm feeling very optimistic for where this is heading. #voxels
John "Lin" (@programmerlin) 's Twitter Profile Photo

Rendering is now 10x faster on average, which allowed me to double (8x volumetric) the flower detail and implement proper ray traced soft shadows, AO and specular highlights. The core design is almost complete, so a full tour should be soon (tm). #voxels #screenshotsaturday

John "Lin" (@programmerlin) 's Twitter Profile Photo

Unrealistically strong god rays + unrealistic collection of trees = cozy scene. Now we just need some unrealistic color vibrancy and we'll be all set. #voxels #screenshotsaturday

John "Lin" (@programmerlin) 's Twitter Profile Photo

Some gravity-defying vegetation in a procgen test today that looked cool enough to share. The actual worlds won't look exactly like this, but this does give a pretty solid clue as to what you can expect. #voxels

John "Lin" (@programmerlin) 's Twitter Profile Photo

I have started a blog. The first post talks about some of the design choices I made for the new codebase, which at this point is finally complete and I'm very excited to begin integrating the old voxel systems with it. voxely.net/blog/object-or…

John "Lin" (@programmerlin) 's Twitter Profile Photo

What's the "perfect" voxel engine? What's the best voxel format? How do you design for multiple systems? How can voxel rendering be done in a modular fashion? I talk about how I recently answered these questions in my latest blog post: voxely.net/blog/the-perfe… #gamedev #voxels

John "Lin" (@programmerlin) 's Twitter Profile Photo

Hello friends. I spent this past weekend experimenting with training a neural network to generate 2D tile maps - or more specifically Zelda Oracle of Seasons maps - and wrote a blog post on the process and results. voxely.net/blog/using-a-r… #MachineLearning