Hello Bluesky! I'm developing a renderer that uses very small voxels and displacement mapping to modernize the retro aesthetic of games like Doom and Quake. I posted this elsewhere last May, but figured I'd upload the clip on here as well.
#voxels #gamedev #rendering
#voxels #gamedev #rendering
Comments
Would love to see how to plays with some of the already phenomenal trenchbroom maps I've seen.
It's one thing to have proper silhouettes, but another to have the texture round out the edge based on the displacement magnitude. I'm legitimately flummoxed by how you're doing that, very impressive.
Floor: That looks nice.
Wall pillar: Oh, nice rounded edge handling. Can see the limits of using displacement though.
Ceiling arches: Wait...
Ledge & Steps: WTF! HOW!
*no longer pay attention stuck pondering steps*