Pushing the rendering limits - Rust Voxel Engine

https://www.youtube.com/watc...
I implemented 6 new rendering related techniques in my voxel engine using the rust programming language and Bevy game engine. pbr integration, shadow rendering, fog, level of detail (LOD), far distance heightmap approximation, skybox. My discord group: https://discord.gg/9P8QSYf Want to support me? ⁍ Patreon: https://patreon.com/Tantandev ⁍ Monero: 43Ktj1Bd4Nkaj4fdx6nPvBZkJewcPjxPB9nafnepM7SdGtcU6rhpxyLiV9w3k92rE1UqHTr4BNqe2ScsK1eEENvZDC3W1ur Resources: (The tech I'm using for my larger voxel game project) bevy game engine: https://bevyengine.org/ game_stat: https://github.com/TanTanDev/game_stat physics (3D and 2D): https://github.com/dimforge/rapier inspector ui (runtime tweaking): https://github.com/jakobhellermann/bevy-inspector-egui/ hot reloading using dlls/so files: https://docs.rs/dlopen/latest/dlopen/ benchmarking: https://github.com/bheisler/criterion.rs world generation: my own custom implementation is not open source at the moment. other rust libraries, that I recommend: game engine: https://github.com/not-fl3/macroquad Graphics rendering api: https://wgpu.rs/ multithreading: https://github.com/zesterer/lagoon profiling: https://crates.io/crates/profiling, using Optick feature #gamedev #rustlang
Home
/
Indie Game Developers
/
Tantan
/
Pushing the rendering limits - Rust Voxel Engine