Latest posts about technology and developing Avoyd, a Voxel Editor able to handle large models and a six degrees of freedom movement Game with editable terrain.
Development is in progress.
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.
As many of you know, in addition to making the Avoyd game free to download, we make the Avoyd Voxel Editor which is bundled with it. As well as being the tool we use to build everything in the game, the editor can import Minecraft maps, MagicalVoxel files, Slab .vox files, heightmaps, and export to Wavefront .obj vertex data (for use as general 3D data in tools like Blender 3D). So it's a usable general voxel tool designed to work with large voxel models/worlds.
In october 2020 we started to see one of our early Minecraft import videos featuring Westeroscraft's King's Landing gain a large (for us) number of views, all down to a Lazy Assassin Youtube video "10 SHOCKING THINGS THAT ARE MADE IN MINECRAFT! 😱😱".
I decided to make an updated video with some new content, and set off to download a new map I'd heard of - Greenfield City - and try it out. This turned out to be in a new Minecraft map format which I didn't support in the enki Minecraft Import library enkiMI, so a small step turned into a journey down a long and winding road. The views along the way were, however, pretty sweet.
Doug Binks - 02 Feb 2020
This tutorial takes a small DirectX11 project, the Dear ImGui Example, and adds Runtime Compiled C++ to it. This enables us to edit the code at runtime and see the results live, without recompiling and restarting the project.
This is a Windows only project but both Dear ImGui and Runtime Compiled C++ are cross platform. Thanks to Jonathan Bleeker and Milviz for funding this tutorial.
Runtime-Compiled C++ (RCC++) is a way to reliably make major changes to C++ code at runtime and see the results immediately. It's aimed at games development but could be useful in any industry where turnaround times are a bottleneck.
RCC++ is primarily designed to shorten iteration times in development - developers can build their project, run it, make changes during runtime and see the results in a few seconds.
The first part of this post describes how we use procedural generation to create environments in our game, Avoyd, out of simple boxes. It is an extension of the 'Boxes in Space' talk Juliette gave at Feral Vector.
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.
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 worlds created can be saved and used in game.
Juliette Foucaut - 05 Apr 2019
I decided to write this post after reading about a very cool procedural NPC name generator and thinking that it might be of interest to show a much more basic example. This post is intended for people who have never used procedural generation and know very little programming. The examples are written in Python. I'll do my best to keep things simple and introduce the complexities progressively.
The algorithm is basic: names are generated by randomly assembling four syllables. First I'll explain how it's built, then the features I added to it to make sure the names are within an arbitrary size range, and more importantly, unique.