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Fun with Squares

  • 8 Devlogs
  • 22 Total hours

An open-source ray traced voxel game written in Rust with realistic survival gameplay.

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32m 18s logged

OH MY GOODNESS I FINALLY GOT IT WORKING

I finally figured out (with the help of claude) where the bug was and I fixed it (myself). Now I can actually see the world instead of just a screen full of sky!

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2h 54m 55s logged

Got the 3d texture set up but not working… Help wanted!
I got the 3D texture working, but I just see a screen full of sky. I am going to work on debugging it myself, but if you want to look at the code and you see something weird, I would like to know.

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5h 51m 58s logged

Did some optimizations, discarded some to do later instead, kept 1, and started work on sending world data from CPU.

Note: No git commit for this one because I need to finish the code for tracking the world on the CPU, but there’s a good idea of what I’m doing in the screenshot!

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3h 15m 36s logged

Refractions, Reflection, and Skybox
I added refractions, reflections, and a skybox. I also made the camera move. The next steps for the project are lighting, optimizing the shader for performance(so I can have a reasonable render distance because 64 looks like a lot but the player is actually 8 blocks wide because this game is more detailed than Minecraft), and sending the world data from the CPU instead of generating it while rendering.

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4h 56m 45s logged

I finally got a start to ray tracing!
The game is finally rendering using raytracing, although it’s currently very minimal and for some reason there’s a blue bar on the left. If anyone can help figure out why, it would be much appreciated.

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