In this video, we add a compute shader to generate our noise, and a manager to help facilitate all of its functions! This video was a pain to record, and I ended up with scuffed audio towards the end, so I apologize for that!
In this video, we'll be adding Vertex Coloring to our mesh data and creating a shader so that we can have a little more spice in our little Voxel city.
In this video, we'll be working on adding a data structure to our little generation system. This will allow us to easily render more cubes, while also only drawing faces that aren't blocked. I know, I know, I need to get to the good stuff already, but it'll be a little bit before we start smoothing out these edges a bit. I promise we'll get there eventually.
I know what you're thinking, "Not another Minecraft Clone, ugh." While you are correct about that for now, it won't stay that way for too long! Once the basics are in and working, we'll get to implement a novel Dual Contouring system. (or Naive Surface Nets, since I don't use a QEF) But for now, I present: Cube.