Ridley Winters
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ridleywinters.bsky.social
Ridley Winters
@ridleywinters.bsky.social
🐦‍⬛ #voxels, code wandering, trying to be nice to people, #rust, #bevy, #deno, #wasm, #wgpu
The render now supports sub- #voxels! The subvoxels are not interactable (you can't remove individual subvoxels from the full-sized parent) but full-sized voxels can be assigned any arbitrary subvoxel shape.
July 5, 2025 at 7:04 PM
The difference is day and night :)
July 5, 2025 at 4:12 AM
Oh, signed distance fields (SDFs) are even more fun!
July 5, 2025 at 3:01 AM
Messing around with reflections....
July 5, 2025 at 2:32 AM
Added voxel hover highlighting and a toolbar you can actually click on to select blocks :)
July 4, 2025 at 11:09 PM
Watching the sunset in my #voxel engine. (Added a quick sun and stars to the shader).
June 21, 2025 at 12:57 AM
Gradual progress on my hobby #voxel engine. Finally have multiple block types with editing and persistence.
June 20, 2025 at 5:02 PM
Switched back over to wgpu (after learning a bunch from the software rendering) and added a player controller. Progress!
June 17, 2025 at 7:01 PM
Software voxel raytracer...has shadows, got voxel picking working, and -- given that it's in 100% software raytracing -- I'm decently happy with the 20-30fps it's managing for ~40,000 voxels.
June 12, 2025 at 7:17 PM
Playing with lighting in the Q2 renderer. Rendering all the lights in the map as point lights rather than using lightmaps.
June 10, 2025 at 7:18 PM
Got per-model transforms working (two soldiers, one mesh!), which was a lot harder in WGPU that I anticipated. Previously I was cheating by duplicating the meshes and changing vertex data. Understand bind groups and dynamic offsets a *tiny bit* better now.
June 5, 2025 at 7:47 PM
Ah, there we go...fixed!
June 5, 2025 at 4:28 AM
MD2 model loading. Debugging the normals as I seem to be generating clockwise faces that are getting culled out. Looks fine when I use a normal shader though...
June 5, 2025 at 4:08 AM
Got texture mapping working with a WGPU-based Quake 2 renderer. Made it challenging for myself by using a texture atlas despite the Quake 2 map format relying heavily on repeating textures.
June 3, 2025 at 11:29 PM
Fun variation where I replaced the voxel hit test with a sphere ray trace
May 23, 2025 at 3:35 PM
"Sky shader" - in quotes since it's a nothing more than a gradient blend that looks good enough to me. Nothing fancy!
May 22, 2025 at 11:02 PM
Alright! New test scene to check that I fixed the bug with shadows. I had accidentally left in some code to intentionally skip self-intersections that I needed to delete. Oops. Looks much better now.
May 22, 2025 at 9:05 PM
Woohoo! Got multiple chunks rendering! It's one buffer storage buffer of voxel data along with a chunk count and offsets array. One draw call for ~400k voxels.
May 22, 2025 at 8:18 PM
Starting to add texture mapping. A single texture spans an 8x8x8 voxel area.
May 21, 2025 at 5:27 PM
Another random idontknowwhatthatis test model, but I got basic voxel raytracing working on the GPU!
May 21, 2025 at 3:36 AM
Playing around with GPU raytracing (using Rust and wgpu). It's a hardcoded, simple scene, but hey, it works!
May 20, 2025 at 8:38 PM
I've been all over the place with what I've been experimenting with...This time it's a software voxel renderer written in Rust with some basic shadows and normal shading. (The model is a test grid that not supposed to be anything in particular)
May 13, 2025 at 10:21 PM
Experimenting with making the tile renderer 3D(-ish). Sort of working towards merging the recent rogue-like experiment with some older voxel work I did in the past.
May 4, 2025 at 2:52 PM
Slowly reworking my rogue-like experiment to have a more organized UI and moving from ASCII to sprites
May 3, 2025 at 6:24 PM
Continuing with gamedev experiments. This time with some ASCII roguelike stuff :)
April 24, 2025 at 1:22 AM