Doubling the speed of my game's graphics [Voxel Devlog #18]
Online demo: https://github.com/DouglasDwyer/octo-... Additional voxel models: https://drive.google.com/drive/folder... With some clever tricks, I've managed to halve the frame times in my voxel game engine! Join me as I explain three essential optimizations for voxel rendering. These optimizations include using DDA for traversal, bitwise masking to filter out potential intersections, and performing a low-resolution depth prepass. In addition, I talk about ray marching in general and discuss the other new features that I added to my engine this month. Music used in the video: Chris Doerksen - Perfect Parry Corbyn Kites - Orbit White Bat Audio - Athena White Bat Audio - Chroma Chris Doerksen - New Groove
![Emissive voxels and fancy lighting [Voxel Devlog #19]](https://i.ytimg.com/vi/VPetAcm1heI/hqdefault.jpg?sqp=-oaymwEjCNACELwBSFryq4qpAxUIARUAAAAAGAElAADIQj0AgKJDeAE=&rs=AOn4CLCSfYnoly1fZUnMnvMEpJi6OJWjaQ)
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Emissive voxels and fancy lighting [Voxel Devlog #19]

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I Optimised My Game Engine Up To 12000 FPS
![My voxel physics engine was BROKEN - here's every fix [Voxel Devlog #26]](https://i.ytimg.com/vi/R9bror0oqR0/hqdefault.jpg?sqp=-oaymwEjCNACELwBSFryq4qpAxUIARUAAAAAGAElAADIQj0AgKJDeAE=&rs=AOn4CLBJFQPQ_GTjD5CW_GpLS1AOd7_IzA)
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My voxel physics engine was BROKEN - here's every fix [Voxel Devlog #26]
![Rayon is NOT for games - use this instead [Voxel Devlog #27]](https://i.ytimg.com/vi/QFQkqFSg8Z4/hqdefault.jpg?sqp=-oaymwEjCNACELwBSFryq4qpAxUIARUAAAAAGAElAADIQj0AgKJDeAE=&rs=AOn4CLDEEJl9TmdXtksXe9oZsDTyvwFYwg)
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Rayon is NOT for games - use this instead [Voxel Devlog #27]

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Voxel physics: Augmented vertex block descent and bouncing collision detection

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Incredible voxel mesh optimisations!

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Speaking your GPU's Language! | Indirect Rendering

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RETRO VOXEL ENGINE! // Code Review

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How I Made Real-Time Shadows in 2D

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Coding Adventure: Software Rasterizer
![How I tripled the render distance in my game engine [Voxel Devlog #16]](https://i.ytimg.com/vi/74M-IxtSVMg/hqdefault.jpg?sqp=-oaymwEjCNACELwBSFryq4qpAxUIARUAAAAAGAElAADIQj0AgKJDeAE=&rs=AOn4CLAr9dZ-8X_4WSduiqTYguVZx8Xjyg)
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How I tripled the render distance in my game engine [Voxel Devlog #16]
![Drawing MILLIONS of voxels on an integrated GPU with parallax ray marching [Voxel Devlog #4]](https://i.ytimg.com/vi/h81I8hR56vQ/hqdefault.jpg?sqp=-oaymwEjCNACELwBSFryq4qpAxUIARUAAAAAGAElAADIQj0AgKJDeAE=&rs=AOn4CLC_xCL2ChSGn4ABIAVKnPHu_tcheQ)
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Drawing MILLIONS of voxels on an integrated GPU with parallax ray marching [Voxel Devlog #4]

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How Games Have Worked for 30 Years to Do Less Work

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So how are voxel games rendered, anyways?

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Why The BeamNG Devs Are Unique

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Optimizing my Game so it Runs on a Potato

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How do Games Load SO MANY Textures? | Sparse Bindless Texture Arrays
![Adding ray tracing (back) to my game engine [Voxel Devlog #17]](https://i.ytimg.com/vi/aY4Zet_C9Zs/hqdefault.jpg?sqp=-oaymwEjCNACELwBSFryq4qpAxUIARUAAAAAGAElAADIQj0AgKJDeAE=&rs=AOn4CLDXZhoQFeXDikP2u9jmH2JDJ3EoGA)
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Adding ray tracing (back) to my game engine [Voxel Devlog #17]
![Adding ambient occlusion to my game engine [Voxel Devlog #15]](https://i.ytimg.com/vi/3WaLMBiezMU/hqdefault.jpg?sqp=-oaymwEjCNACELwBSFryq4qpAxUIARUAAAAAGAElAADIQj0AgKJDeAE=&rs=AOn4CLDkXdR031zRHqprtC0Xrj0UdVRitA)
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Adding ambient occlusion to my game engine [Voxel Devlog #15]
![Adding global illumination to my game engine w/ DDGI [Voxel Devlog #23]](https://i.ytimg.com/vi/L1vhle74AEU/hqdefault.jpg?sqp=-oaymwEjCNACELwBSFryq4qpAxUIARUAAAAAGAElAADIQj0AgKJDeAE=&rs=AOn4CLDjjpmg8OTchICiEeBNcI6XEjq__w)
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