Adoniram Taylor Bills

Voxel Island

Voxel island is an interesting project. Again, like Diorama, it's a 3d game built from scratch using raw opengl, except this time I used SDL and went for a more object-oriented approach. It has a decent underlying framework I built for it, and I might end up re-using it for some other project later down the road.
The project was largely a test of how many voxels could I fit on the screen at once while maintaining a decent fps. The answer is: simultaneously more and less than you think.

That's a lot of voxels. I believe in this particular screenshot it was a grid of 32x32x32 chunks, where each chunk was 64x64x64 voxels. The voxels were then meshed together into one large mesh per chunk, so that it wouldn't overload the gpu with a ridiculous amount of voxels.
It ultimately ended up becoming this: infinitely and procedurally generating voxels seamlessly in any direction! The chunks were generated and meshed all on a separate thread, so there was no hitch. It even supported removing voxels and remeshing the terrain.
There's still so much more I want to do with this, but for now, I want to focus on Kingdom of Rage, so here's a couple videos and that's it.

Radial fog

Kinda spooky, huh?