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.
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:
glTFfor Unreal 5 and Godot, and to
FBXfor Unreal 4 and Unity, and Links to guides for importing and configuring the model in each engine.
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.)
Release 0.13.0 of Avoyd is out. For the first time we're introducing specific builds for each of the full, beta and demo release streams. You can buy Avoyd and download the full and beta releases from our store.
Read about the full release features, how the demo is changing, how to teleport using the camera or Minecraft coordinates, and the workaround for exporting materials to Unreal Engine 5.1.
You may have noticed we've changed our Products page. There is now an Avoyd Beta release stream available to download alongside the Full Avoyd and Avoyd Demo.
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.
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.