Most of the rendering code for these guides will be written using my own personal rendering library, which is essentially a wrapper around OpenGL, where I abstract away the OpenGL calls or group together common OpenGL functionality into a single renderer function, to make the game code easier to manage. These guides are going to assume you are familiar with 3D graphics and 3D math and have already done some programming in a 3D environment, such as OpenGL or Direct3D. The more complex tasks such as chunk management or collision detection can be thought of as singular problems and tackled individually as sub-tasks. It is easy to start with something very basic and slowly build up to a more complex and thorough voxel engine with lots of little steps. Making a good voxel engine takes time and effort, but luckily the process fits nicely into an iterative development cycle. ( Voxel information) The main purpose of these guides is to introduce you to voxel engine concepts and ideas which help you produce an engine that satisfies a number of goals. If you don’t know what a voxel engine is you should probably research that first. This series of guides and tutorials is going to be on the topic of making a voxel engine. Please be sure to checkout Vox, the game I am making that is based on the code contained on this site. If you are interested in learning about voxel engines, or want to make your own voxel game then these articles and tutorials should help you achieve this. These tutorials and guides are what I wrote as I made my own voxel engine which later changed into the game Vox.
0 Comments
Leave a Reply. |