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Voxel Based Games Unity: How to Make Your Game VR Ready and Mobile Friendly



I am currently working on a voxel based game but i have encounterd a problem with the texturing. When nearby all the textures look like they should but once you get further away the texture gets blury/one color. Does anyone know how to fix t$$anonymous$$s?




Voxel Based Games Unity



"Performing a full server-authoritative physics simulation for hundreds of players in a shared world is a daunting technical challenge," says Bill Dalton, ArtCraft's vice president of development (and resident astrophysicist PhD). "Ultimately, players need to experience a smooth, reasonably realistic interaction with the world, and one another, in spite of Internet latency issues and server load constraints." Crowfall's design ambitions go beyond this: Crowfall's voxel-based world also supports player-driven construction and destruction. Players will have the ability to place structures in the world, and to destroy structures and to change the terrain. "Individually these two facets of the Crowfall design are formidable, but in combination they become even more difficult to achieve," says Dalton. Both systems must work smoothly and naturally together, and perform well under player load.


You play as a lonely traveler who explores fantasy worlds made of cubes (voxels). On you way, you will meet different creatures (some of them are friendly, some - hostile), visit various biomes and locations, find dungeons and treasures.The world, quests, items, dialogues with npcs are procedurally generated (just like in Minecraft and similar games!)Unlike many other action RPGs, there are no pre-defined classes. Instead, there is one big talent tree: you can choise whatever you want along the game. You can come up with completely insane combinations, like warrior-healer, tanky fire mage or necromancer with bow - anything you can think of.TL;DR, main game features:- Voxel-based graphics- Random world, quests, NPC dialogues, etc- No class system, talent tree insteadThere are also:- Crafting system- Dungeons with bosses (and loot! :D)- Multiplayer (up to 5 people)- YOU CAN EVEN RIDE ANIMALS! WHAT ELSE YOU MIGHT NEED?


That's all for now. If you have questions, feel free to leave a comment. Also, if you like voxel-based games, you might want to play "The Traveler". Fortunately, we are starting a closed beta-test soon and you can sign up at our website to get an invite. Have a good day! :)


We present a method of adding sophisticated physical simulations to voxel-based games such as the hugely popular Minecraft (2012. ), thus providing a dynamic and realistic fluid simulation in a voxel environment. An assessment of existing simulators and voxel engines is investigated, and an efficient real-time method to integrate optimized fluid simulations with voxel-based rasterisation on graphics hardware is demonstrated. We compare graphics processing unit (GPU) computer processing for a well-known incompressible fluid advection method with recent results on geometry shader-based voxel rendering. The rendering of visibility-culled voxels from fluid simulation results stored intermediately in CPU memory is compared with a novel, entirely GPU-resident algorithm.


Voxel-based games such as Minecraft (2012) have become increasingly popular. However, the fluid in such games is usually simulated and rendered in simplistic fashion, and is seldom characterised by realistic dynamics. Fluids such as water are programmed in several different ways in voxel engines. The most commonly used method in voxel-based engines is cellular automaton, which consists of prescribed operations on a regular grid of cells. Each cell can adopt a finite number of states, and rules define the behavior of the fluid. The characteristics of these rules provide the major differences between such game simulations, but these are often very simple and not based on mathematical models, and consequently, the fluid does not appear to react realistically in many cases. For example, in Minecraft, water can be observed to spread in a single direction without any obstacles (Fig. 1).


By contrast, a dynamic fluid simulation fully rendered with voxels can provide an interesting source of engagement in video games and movies. The Lego Movie (Warner Bros.) (Fig. 2) is a good example, with many compelling voxel-based ocean scenes.


However, dynamic fluid simulations are expensive, as a large amount of volumetric information must be updated for every frame, ideally in real-time. Furthermore, voxel engines are rather resource-intensive, due to the number of voxels that need to be displayed for an entire scene. Thus, the concepts of dynamic fluid and voxel engine are hard to merge. This challenge is somewhat alleviated by recent results in both GPU-accelerated fluid simulation (Crane et al. 2007 and Harris 2004) and voxel-based rendering, but to our knowledge, no work has been reported on the particular hurdles of integrating these efficiently.


There exist several online tutorials regarding the development of voxel engines, and the main challenges that arise when attempting efficient rendering. A major consideration is the platform technology upon which these are built, which is conducive to GPU fluid simulation. For example, an open source OpenGL fluid simulation is not compatible with a Direct3D voxel-based rendering engine, and cannot be employed without considerable reworking of the code.


The Poxels rendering framework (Miller et al. 2014), implemented in Direct3D, focuses on rendering sparse 3D voxel environments with data amplification using Geometry Shaders on GPU. This approach reduces the CPU-to-GPU bandwidth costs of updating the volumetric grid data, and makes it more suitable for dynamic voxel-based environment rendering (Fig. 3). Miller et al. (2014) further justify the GPU rasterisation approach (also used in Minecraft 2012), as opposed to ray-casting oriented approaches.


The Liquid Voxels project (Cabello 2015) developed using Unity 3D allows more realistic fluid behaviors in a voxel-based engine. It uses C# CPU-resident 3D arrays to store fluid information, and a cellular automaton method to define the behavior. However, in our method, since we are working on GPU, we apply 3D textures to store the fluid data.


In the GPU compute fluid simulation process, several textures are associated with the compute shaders that can be either be the input or the output. Textures are defined for the speed, pressure and divergence. In detail, there are three velocity textures and two pressure textures, which deal with the temporary values that must be stored during each stage of the process. Those textures are composed of single precision float 4 types. The final result of the five GPU compute stages is output in a 3D speed grid texture filled with single precision floats. This texture provides the 3D source fluid field for transfer into the voxel-based rendering engine.


For the previous screenshots (Fig. 7) we inject fluid every 400 frames at the top left corner of the chunk and then apply a downward force. A full loop, from the appearance of the source to the disappearance of the last voxel last 180 frames. This duration will change based on the chunk size, the source position and the force applied.


This method can be used to generate realistic fluid behaviors in voxel engines. It could be used for water, other fluids, fire, and smoke. This would result in more dynamic voxel works. However, several further optimizations would have to be made to improve performance and efficiency. The fluid simulation that we have described in this paper does is not programmed to detect or respond to obstacles. An extension of this work would be to add obstacles. In that way, the currently active voxels of the chunk would define the position of the obstacles. An interesting point would also be to deal with the way in which different fluids would interact with each other, e.g. water and lava. Likewise, the reaction between fluid-based voxels and a different kind of voxel would need to be tested further. For example, fire or lava can ignite wood. Moreover, the simulation is only based on a single chunk, and it needs to be extended to several chunks. A solution would be to associate each chunk with a fluid texture, and to add the source, based on the position and concentration of fluid at the borders of the other chunks.


I'm trying to make an animated model, and I make the model in magicavoxel, then animate it in blender, then put it in my unity game, but when I put it in my unity game, it shows only white, that's it. Help? Any file type is ok, except obj. I have been looking for the answer all day btw, so I've done research on it, but none of the solutions work. 2ff7e9595c


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