This is a Moon-making system we devised a while ago. The goal was to produce moons similar in size and composition to the ones found in our solar system. The main challenge was how to produce the...
Very often people ask me what a voxel is. I struggle to explain this in simple terms, even to savvy professionals from other fields of IT. In most occasions, I just say a voxel is like a pixel, b...
http://procworld.blogspot.com/2018/10/thinking-about-voxels.html
We have built a pretty neat system. It is a spatial storing and processing platform. If you check the origins of this project, you'll see it was about using a server farm to store and process 3...
We just put up a video of how the Magic Citadel demo for UE4 was built: The demo is not available yet, we are still working on the game-side of it in UE4, but the Citadel model is pretty much c...
We just got some fresh measurements that I would like to share. Voxels and polygons are alternative forms of storing and visualizing 3D information. They are pretty much equivalent in terms you...
http://procworld.blogspot.com/2017/08/is-voxel-data-bigger-than-polygon-data.html
This topic is as divisive as the US 2016 presidential election, so I'll tread carefully. As a middleware maker, it makes no sense to have favorites. We do our best to keep integrations of Voxe...
http://procworld.blogspot.com/2017/06/unity-versus-unreal.html
I'm happy to see our team of excellent developers at chez Voxel Farm has made quick and large improvements to our plugins for Unreal Engine 4 and Unity 5. The UE4 plugin is now a proper UE4 p...
"Destroy The Block" is a new demo we put together to showcase the new Unreal Engine 4 plugin. In this post, I will go over what this took. The demo will soon be included in Voxel Farm's demo pa...
The previous post described a new system that allows rendering rich surfaces we call "meta-materials" using low-resolution geometry. Meta-materials cover ranges from 100 meters to 10 meters. Wha...
http://procworld.blogspot.com/2017/02/the-very-far-away.html
We will be updating the terrain systems in Voxel Farm soon. Hopefully, it will get a lot prettier and faster. It is not often you get improvements in these two, for the most part, opposite direct...
http://procworld.blogspot.com/2017/01/prettier-faster-terrains.html
MagicaVoxel is an incredibly fun and popular voxel editor. It allows you to recreate that pristine volumetric 8bit look that never was, but we all remember so fondly. We are often questioned whe...
http://procworld.blogspot.com/2017/01/boxes-to-voxels-to-boxes.html
There is an aspect of procedural generation I do not see discussed often. What happens when you have layers of procedural content, add hand-made content on top of it, and then go on to improve th...
http://procworld.blogspot.com/2017/01/when-mountains-move.html
I was testing a new version of the Alien Biome made by Bohan, one of our in-house artists. The biome was looking good. I was making sure the new material rendering in UE4 worked as expected. (In ...
This is a continuation of an earlier post . In the past, every Voxel Farm scene could be described by this diagram: This is a 2D representation of how the entire scene is segmented into m...
LOD, or Levels of Detail, is a technique for managing very large and dense scenes like we have today in open world games. The general idea is you can have multiple copies of the same content at d...
http://procworld.blogspot.com/2016/10/slaying-lod-monster.html
We have included a preview of our collaborative edition system in the latest Voxel Farm 3 release. The following short video shows what takes to setup and share a project from scratch: We are...
http://procworld.blogspot.com/2016/09/introducing-farm-cloud.html
Here you can see a video of the Pyramid scene from the previous post : There are many improvements in this new engine version. Aside the new features like textured voxels and procedural materia...
http://procworld.blogspot.com/2016/08/pyramid-scene-in-ue4.html
Here is a scene that combines all the recent developments in Voxel Farm: This integration is subtle. There are no giant turtle mountains here, but the same system we used for the giant turt...
http://procworld.blogspot.com/2016/08/system-integration.html
Don't you hate it when your favorite TV series puts out an episode that is just clips of stuff that happened in earlier episodes? This post has some of that but hopefully will provide you with a...
http://procworld.blogspot.com/2016/07/intelligent-terrain-synthesis.html
This is a continuation of an earlier post . That post ended in a literal, virtual cliffhanger. We generated continent shapes and we used tectonic plate simulation to compute where mountain ranges...
http://procworld.blogspot.com/2016/07/geometry-is-destiny-part-2.html
OK, I am no Shattari or Ginsan (or insert your favorite master-builder here) but I gave it a run at the latest UI in Voxel Studio 3 just to see if it felt right. You can see a live capture here: ...
Pollock is the code-name for our new terrain generation system. Why Pollock? This system went rogue for a couple of days and started producing things that did not look like terrain and more like ...
http://procworld.blogspot.com/2016/06/introducing-pollock.html
For some people, a pencil is all they need to create something amazing. For others, the blank page can be discouraging. It is not an invitation to create, rather a reminder you may not be a cre...
http://procworld.blogspot.com/2016/06/a-simple-creative-mechanic.html
I'm happy to announce Voxel Farm 3, a new version of our tech, will be available August 2016. The team has been working hard towards this next major release. There are still a lot of bugs ...
This is just a teaser. We are still working on this, but we got some results that are already good enough to show. It is not about where terrain types appear (that was covered here and here ), bu...
http://procworld.blogspot.com/2016/05/terrain-synthesis.html