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posts from @bytebat tagged #gamedev

also: #game dev, #gamedevelopment, #game development, ##gamedev

which is worse for making a voxel-based game:

writing a custom engine(❌) in rust(✔️) that's lightweight and optimized for voxels(✔️)

or using unreal engine which already exists and is mature and fully-featured(✔️) but probably needing to hack away at it to optimize it for voxels anyway(❌) and having to do everything in C++(❌)



if you want a naturalistic looking random scatter pattern, you can just dither a smooth noise source and place an instance at each pixel. it works surprisingly well.

this example was made with perlin noise in the range 0.75-1.0, quantized to 1-bit using a Jarvis-Judice-Ninke error diffusion kernel.

here's a good article about dithering if you want to know more about how it works: https://surma.dev/things/ditherpunk/