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I Created my own Voxel Game Engine from Scratch
Prototyping physics and procedural generation [Voxel Devlog #25]
i added physically based rendering to my game engine | code + vibe
VOXEL Rendering And Traversal Algorithms | Devlog #7
Ships, Deep Water | Voxel Physics Engine
Coding rigid body physics for voxels [Voxel Devlog #20]
OPTIMIZING my physics engine [Voxel Devlog #13]
Adaptive Level of Detail | Voxel Physics Devlog #1
I added Teardown's physics to my voxel game engine
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Last Updated: September 28, 2026
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This week I added support for multiple materials as well as added PBR shaders and a skybox. Still lots of work to be done there. 4K60 reupload of my previous video detailing the past 6 months of optimizations I've made for my engine. Some clips are newly ... Let's try to convince a bunch of particles to behave (at least somewhat) water. Written in C# and HLSL, and running inside the ... Try CodeCrafters for free today: app.codecrafters.io/join?via=DouglasDwyer rigid_pixels i cannot believe how much the boi is running code: github.com/matty316/babii sources: ... Join The Discord Server — discord.gg/uV6KwfYmwn If you the video and want to see more, please give it a thumbs up ... Re-enabling coarse pressure for my ships scene, allowing for much deeper water. Online demo: github.com/DouglasDwyer/octo-release In this video, I put the finishing touches on my Redirecting my focus from 2D simulation to 3D simulation. Here is a multithreaded 3D simulation using the linear kernel and FLIP ... Alternate version without water: youtu.be/kG_o0QhGW40 This week I started implementing shape matching in my
Physically Based Rendering Voxel Physics Devlog 5.pdf
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