It’s been a while…

Hey there,

It’s been a while since i wrote the last post here.
Not much happend here, i stopped working at TressFX, because i don’t think Unity’s rendering is suitable for this kind of rendering effect.
I also don’t want to spend more time on it, as i just started it because i really liked how TressFX works and how epicly it looked.

It also was a goal to gain some experience in shader programming and rendering techniques, which i absolutely reached.

So, if anybody wants to continue my work fork my git repo and start working on it 🙂

That’s all about TressFX.

I got a new project which i have been working on for like a month or so now.

I am working an a minecraft-like voxel game based on libgdx and written in java.
It will feature extreme customization (The launcher will compile the game itself from source and adds plugin code before compiling!),  Multiplayer, and much other epic things.

Here are some Screenshots from the very beginning:

Early testing of the java voxel rendering (Ported from Unity C#).
Early testing of the java voxel rendering (Ported from Unity C#).
Early testing of the java voxel rendering (Ported from Unity C#).
Early testing of the java voxel rendering (Ported from Unity C#).
Early testing of a very simple and inperformant lighting algorithm.
Early testing of a very simple and inperformant lighting algorithm.
Showcasing the entity system test. Every user spawns a test entity which you can see in this screen. The entity uses a slightly modified A*-Algorithm to find it's path to the player.
Showcasing the entity system test. Every user spawns a test entity which you can see in this screen.
The entity uses a slightly modified A*-Algorithm to find it’s path to the player.
New Voxel rendering with a skybox and very simple lighting calculation (the deeper the chunk the lower the lighting is).
New Voxel rendering with a skybox and very simple lighting calculation (the deeper the chunk the lower the lighting is).
Showcasing Profiling and Debugging utils
Showcasing Profiling and Debugging utils

I’ll see what future brings, but for now there are no more details about this project 😛