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### Top Posts & Pages

- Turning 8-Bit Sprites into Printable 3D Models
- An Analysis of Minecraft-like Engines
- Ambient occlusion for Minecraft-like worlds
- Conway's Game of Life for Curved Surfaces (Part 1)
- What is a solid?
- Comparing Sequences Without Sorting
- Meshing in a Minecraft Game
- Implementing Multidimensional Arrays in JavaScript
- Conway's Game of Life for Curved Surfaces (Part 2)
- Smooth Voxel Terrain (Part 1)

# Category Archives: Voxels

## Ambient occlusion for Minecraft-like worlds

It has been a while since I’ve written about Minecraft-like games, and so today I figured I’d take a moment to discuss something which seems to come up a lot in online discussions, specifically how to implement ambient occlusion in … Continue reading

Posted in Programming, Voxels
9 Comments

## Turning 8-Bit Sprites into Printable 3D Models

Continuing in the recreational spirit of this blog, this week I want to write about something purely fun. In particular, I’m going to tell you how to convert retro 16 x 16 sprites into 3D miniatures: This project was motivated … Continue reading

Posted in Mathematics, Programming, Voxels
18 Comments

## Simplifying Isosurfaces (Part 2)

To briefly recap, our goal is to render large volumetric environments. For the sake of both efficiency and image quality, we want to introduce some form of level of detail simplification for distant geometry. Last time, we discussed two general … Continue reading

Posted in Mathematics, Programming, Voxels
13 Comments

## Simplifying Isosurfaces (Part 1)

I just got back to the US after spending 3 months in Berlin, and I’ve now got plenty of ideas kicking around that I need to get on to paper. Recall that lately I’ve been blogging about solid modeling and … Continue reading

Posted in Mathematics, Programming, Voxels
3 Comments

## Smooth Voxel Terrain (Part 2)

Last time we formulated the problem of isosurface extraction and discussed some general approaches at a high level. Today, we’re going to get very specific and look at meshing in particular. For the sake of concreteness, let us suppose that … Continue reading

Posted in Mathematics, Programming, Voxels
19 Comments

## Smooth Voxel Terrain (Part 1)

My god… I’ve now written three blog posts about Minecraft. If you are at all like me, you may be getting just a bit tired of all those cubes. To avoid fatigue, I think now is a good time to change … Continue reading

Posted in Mathematics, Voxels
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## Meshing in a Minecraft Game (Part 2)

Last time, I wrote about how to generate meshes in a Minecraft-style voxel engine. I got a lot of interesting feedback, and so today I’m going to do a follow up highlighting some of the points that came up in the … Continue reading

Posted in Mathematics, Programming, Voxels
24 Comments

## Meshing in a Minecraft Game

The last post I wrote on Minecraft-like engines got a lot of attention, and so I figured it might be interesting to write a follow up. This time I’ll try to tackle a different problem: Meshing One of the main … Continue reading

Posted in Mathematics, Programming, Voxels
31 Comments

## An Analysis of Minecraft-like Engines

Voxel engines are everywhere… …and given the huge success of Minecraft, I think they are going to become a permanent fixture in the landscape of game engines. Minecraft (and Infiniminer) live in a unique space somewhere between high-resolution voxels and … Continue reading

Posted in Mathematics, Programming, Voxels
24 Comments

## Goofing around in node.js

In my spare time I’ve been messing around a bit with node.js, and have been trying out building a browser based multiplayer online game. Right now I am using sprites/minecraft style levels since they are easy to make and low … Continue reading

Posted in Programming, Voxels
2 Comments