![]() To visualise it, imagine the octree represents an empty world as a single huge box. ![]() We use an octree to define the grid and store the world data. You can read more about Avoyd's constrained morphing voxels in devlog post 'Voxel Editor Evolved', and see them in action in the video about building in Avoyd. This can give the voxels a smoother look when they're side by side. We've added a morphing effect so if a voxel has a neighbour, id becomes deformed to stick to it. The more material is added the more it grows, until it fills its position in the grid. A voxel with a small amount looks like a small cube. The amount is represented by the size of the cube within the grid. The material is represented on-screen by the colour of the voxel. In Avoyd we've decided that each voxel stores a material and an amount. It's shown very well in the first 50s of the video about MagicaVoxel rendering or in Sean Barrett's video about his stb_voxel_render.h library. Since they're data, they can be represented any way we want in the grid: spheres, lego bricks, cubes of dirt, etc. A better definition of a voxel is data attached to a 3D grid. Voxels are commonly defined as 3D pixels or cubes. The world in Avoyd is made of voxels placed on a grid defined by an octree. In this video I've toggled the wireframe on and off a few time to reveal the voxels. The world was generated using a crystal growth algorithm. ![]() Procedural generation brings some variety to the environment whilst ensuring the game reliably produces worlds within a range of acceptable parameters: not too large, not too small, not too porous nor monolithic, etc.Īvoyd-1999's game start screen. We need a large environment navigable in any direction: easy to fly around and conducive to players moving on any surfaces. We use the order of creation to implement features such as bridges between boxes which benefit from overwriting parts of existing structures. We employ random functions to implement local details: hollowing the boxes, colouring them and applying greeble. To generate large abstract worlds in our game, Avoyd, out of simple boxes, we use a walk inspired from brownian motion to position the voxel boxes in space and define grouping by colour palettes, box proportions and orientation. The worlds created can be saved and used in game. The third part consists of procedural generation demos, giving complete instructions to create the boxes in space worlds, Menger sponges, trees that avoid obstacles, and how to change the lighting and atmosphere in Avoyd. The second part shows the trial and error process we went through to create Avoyd's procgen worlds and how we procedurally generate the light and atmosphere. It is an extension of the 'Boxes in Space' talk Juliette gave at Feral Vector. The first part of this post describes how we use procedural generation to create environments in our game, Avoyd, out of simple boxes. Boxes in Space: procedural generation of abstract worlds in Avoyd
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