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Devlog - Billets Récents sur le Développement d'Avoyd

Latest posts about developing Avoyd, a Voxel Editor able to handle large models and a six degrees of freedom movement Game with editable terrain, and the technology we create in the process.

Optimising Voxel Meshes for Games Using Blender

Doug Binks - Juliette Foucaut - 18 Sep 2023 - edited 03 Oct 2023


Reducing the number of polygons in 3D objects helps improve a game's performance. This tutorial explains step by step how to clean up the geometry of voxel models in Blender to prepare them for export to game engines like Unreal, Godot or Unity.

Note you may have encountered 'polygon reduction' techniques under other names such as 'vertex reduction', '3D model optimisation' or '3D model clean up'.

This post covers the following workflow:

  1. How to use Avoyd Voxel Editor to convert your voxel model to mesh for Unreal, Godot or Unity.
  2. How to use Blender to optimise the mesh.
  3. How to use Blender to export to glTF for Unreal 5 and Godot, and to FBX for Unreal 4 and Unity, and Links to guides for importing and configuring the model in each engine.
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Implementing a GPU Voxel Octree Path Tracer

Doug Binks - 23 Aug 2023


Learn from my mistakes as I implement a GPU voxel octree path tracer based on my current CPU implementation in Avoyd. I cover the C++ to C conversion, buffer upload issues and data visualisation, enhancing the shader error logging along with a basic comparison of the performance on CPU and GPU.

One can program modern GPUs in a variety of languages. However only a few of those languages work well on all the main vendors' GPUs and operating systems: essentially the C like HLSL and GLSL shader languages. Since I use OpenGL with GLSL shaders in Avoyd I choose to write the path tracer in GLSL. (Avoyd runs only on Windows currently but I intend to support other operating systems eventually.)

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Isometric Render of a Minecraft Map in Avoyd Voxel Editor

Doug Binks - Juliette Foucaut - 30 Mar 2022


We recently released a video tutorial on how to make an isometric render of a Minecraft map in the Avoyd Voxel Editor, and thought it would be useful for those of you who prefer text over video to write up a short overview of the process here.

This tutorial covers: how to make an isometric render of a Minecraft map in Avoyd, using the arcball camera, tweaking the atmosphere and lighting, tips for using the voxel editor, graphics quality and user interface customisation.


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Importing Minecraft maps in Avoyd Voxel Editor improved

Doug Binks - Juliette Foucaut - 25 Feb 2021


Our Avoyd Voxel Editor has come a long way since the last devlog post about it in 2018, and having just released a significant update which enhances the Minecraft import pipeline this seems like as good a time as any to talk about it once again.


Minecraft maps Greenfield city and Cuirassé DSD-401 by MrBatou imported and combined together in Avoyd voxel editor Minecraft maps Greenfield city and Cuirassé DSD-401 by MrBatou imported and combined together in Avoyd's Voxel Editor.


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2023
 › Optimising Voxel Meshes for Games Using Blender
 › Implementing a GPU Voxel Octree Path Tracer
 › Avoyd Release Streams and Minecraft Lit Materials
 › Avoyd Beta Stream
2022
 › Isometric Render of a Minecraft Map in Avoyd Voxel Editor
2021
 › Importing Minecraft maps in Avoyd Voxel Editor improved
2020
 › Runtime Compiled C++ Dear ImGui and DirectX11 Tutorial
2019
 › Boxes in Space: procedural generation of abstract worlds in Avoyd
 › Procedural python word generator: making user names out of 4 syllables
 › In-game building
 › Player-deployable turrets in Avoyd
2018
 › Avoyd Game Singleplayer and Coop Multiplayer Test
 › Voxel Editor Evolved
2017
 › Speeding up Runtime Compiled C++ compile times in MSVC with d2cgsummary
 › Multiplayers toxic last hit kill and how to heal it
 › Avoyd Editor Prototype
2016
 › Black triangles and Peter Highspot
 › Colour palettes and lighting
 › Concept art by Rebecca Michalak
2015
 › Internals of a lightweight task scheduler
 › Implementing a lightweight task scheduler
 › Feral Vector
 › Normal generation in the pixel shader
2014
 › Python Google App Engine debugging with PyCharm CE
 › Lighting voxel octrees and procedural texturing
 › Patterns and spheres
 › Python Google App Engine debugging with PyTools
 › Interview
 › Domain masking using Google App Engine
 › Octree streaming - part 4
 › Black triangles and nervous_testpilot
 › Presskit for Google App Engine
 › Octree streaming - part 3
 › Octree streaming - part 2
 › Octree streaming
2013
 › LAN discovery with multiple adapters
 › Playing with material worlds
 › Developer Diary archive
 › Website redesign
 › First Person Editor
 › First Avoyd tech update video
 › Implementing a static website in Google App Engine
 › Multiplayer editing
 › First screenshots
 › Thoughts on gameplay modes
 › Back in 1999
2002
 › ECTS 2002
 › Avoyd Version 1.6.1 out
 › Avoyd Version 1.6 out
2001
 › Biting the bullet
 › Avoyd version 1.5 out
 › Monday Mayhem
 › Avoyd version 1.5 alpha 1 out
 › Avoyd version 1.4 out
 › ECTS 2001
 › Fun with Greek letters
 › Closer just a little closer
 › Back already
 › Artificial Humanity
 › Products and promises
 › Ecommerce
 › Explosions galore
 › Spring fixes
 › Open source and ports to other operating systems
 › Avoyd LAN Demo Version 1.1 is out
 › Thanks for the support
 › Avoyd LAN Demo Ready
 › Game Tech
 › Optimising Voxel Meshes for Games Using Blender
 › Implementing a GPU Voxel Octree Path Tracer
 › Importing Minecraft maps in Avoyd Voxel Editor improved
 › Runtime Compiled C++ Dear ImGui and DirectX11 Tutorial
 › Boxes in Space: procedural generation of abstract worlds in Avoyd
 › Procedural python word generator: making user names out of 4 syllables
 › Speeding up Runtime Compiled C++ compile times in MSVC with d2cgsummary
 › Internals of a lightweight task scheduler
 › Implementing a lightweight task scheduler
 › Normal generation in the pixel shader
 › Lighting voxel octrees and procedural texturing
 › Octree streaming - part 4
 › Octree streaming - part 3
 › Octree streaming - part 2
 › Octree streaming
 › LAN discovery with multiple adapters
 › enkiTS
 › Internals of a lightweight task scheduler
 › Implementing a lightweight task scheduler
 › RCC++
 › Runtime Compiled C++ Dear ImGui and DirectX11 Tutorial
 › Speeding up Runtime Compiled C++ compile times in MSVC with d2cgsummary
 › Web Tech
 › Procedural python word generator: making user names out of 4 syllables
 › Python Google App Engine debugging with PyCharm CE
 › Python Google App Engine debugging with PyTools
 › Domain masking using Google App Engine
 › Presskit for Google App Engine
 › Implementing a static website in Google App Engine
 › Avoyd
 › Implementing a GPU Voxel Octree Path Tracer
 › Avoyd Release Streams and Minecraft Lit Materials
 › Avoyd Beta Stream
 › Isometric Render of a Minecraft Map in Avoyd Voxel Editor
 › Importing Minecraft maps in Avoyd Voxel Editor improved
 › Boxes in Space: procedural generation of abstract worlds in Avoyd
 › In-game building
 › Player-deployable turrets in Avoyd
 › Avoyd Game Singleplayer and Coop Multiplayer Test
 › Voxel Editor Evolved
 › Multiplayers toxic last hit kill and how to heal it
 › Avoyd Editor Prototype
 › Black triangles and Peter Highspot
 › Colour palettes and lighting
 › Concept art by Rebecca Michalak
 › Feral Vector
 › Patterns and spheres
 › Interview
 › Black triangles and nervous_testpilot
 › Playing with material worlds
 › Website redesign
 › First Person Editor
 › First Avoyd tech update video
 › Multiplayer editing
 › First screenshots
 › Thoughts on gameplay modes
 › Back in 1999
 › Avoyd 1999
 › Developer Diary archive
 › Back in 1999
 › ECTS 2002
 › Avoyd Version 1.6.1 out
 › Avoyd Version 1.6 out
 › Biting the bullet
 › Avoyd version 1.5 out
 › Monday Mayhem
 › Avoyd version 1.5 alpha 1 out
 › Avoyd version 1.4 out
 › ECTS 2001
 › Fun with Greek letters
 › Closer just a little closer
 › Back already
 › Artificial Humanity
 › Products and promises
 › Ecommerce
 › Explosions galore
 › Spring fixes
 › Open source and ports to other operating systems
 › Avoyd LAN Demo Version 1.1 is out
 › Thanks for the support
 › Avoyd LAN Demo Ready