Ray-Marched Voxel Simulation
I have created a new voxel engine that is designed to handle fully dynamic scenes. Inspired by classic falling sand games, my aim was to create a system that can handle many unique interactions between different materials. The world is rendered using direct voxel volume rendering, such that changes to the world are immediately reflected on screen. As we are updating upwards of hundreds of millions of voxels, many times per second, the entire simulation is run on the GPU using compute shaders.
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