Pushing the rendering limits Rust Voxel Engine











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I implemented 6 new rendering related techniques in my voxel engine using the rust programming language and Bevy game engine. • pbr integration, shadow rendering, fog, level of detail (LOD), far distance heightmap approximation, skybox. • My discord group: •   / discord   • Want to support me? • ⁍ Patreon:   / tantandev   • ⁍ Monero: 43Ktj1Bd4Nkaj4fdx6nPvBZkJewcPjxPB9nafnepM7SdGtcU6rhpxyLiV9w3k92rE1UqHTr4BNqe2ScsK1eEENvZDC3W1ur • Resources: (The tech I'm using for my larger voxel game project) • bevy game engine: https://bevyengine.org/ • game_stat: https://github.com/TanTanDev/game_stat • physics (3D and 2D): https://github.com/dimforge/rapier • inspector ui (runtime tweaking): https://github.com/jakobhellermann/be... • hot reloading using dlls/so files: https://docs.rs/dlopen/latest/dlopen/ • benchmarking: https://github.com/bheisler/criterion.rs • world generation: my own custom implementation is not open source at the moment. • other rust libraries, that I recommend: • game engine: https://github.com/not-fl3/macroquad • Graphics rendering api: https://wgpu.rs/ • multithreading: https://github.com/zesterer/lagoon • profiling: https://crates.io/crates/profiling, using Optick feature • #gamedev #rustlang

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