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Douglas @UCjVn35Ubo5c2wagQ6bgVT1Q@youtube.com

13K subscribers - no pronouns :c

Building a massively-detailed voxel engine and sharing my ga


18:32
Grass, textures, and a new codebase [Voxel Devlog #22]
10:35
Creating a modding system with Rust and WebAssembly [Voxel Devlog #21]
20:02
Trying OTHER PEOPLE'S voxel game engines
13:15
Coding rigid body physics for voxels [Voxel Devlog #20]
13:08
Emissive voxels and fancy lighting [Voxel Devlog #19]
13:01
Doubling the speed of my game's graphics [Voxel Devlog #18]
12:29
Adding ray tracing (back) to my game engine [Voxel Devlog #17]
13:50
How I tripled the render distance in my game engine [Voxel Devlog #16]
13:35
Adding ambient occlusion to my game engine [Voxel Devlog #15]
05:02
INSANE bug in my code from compiler optimization
12:20
GORGEOUS, speedy terrain generation [Voxel Devlog #14]
19:14
How to code PONG w/ Rust and Geese
09:30
OPTIMIZING my physics engine [Voxel Devlog #13]
16:49
Chopping trees DOWN [Voxel Devlog #12]
14:08
Making voxels MOVE with the separating axis test [Voxel Devlog #11]
13:32
Adding SNOW and MODEL IMPORTS [Voxel Devlog #10]
08:49
Codebase OVERHAUL, new EVENT SYSTEM, LODs, and MORE [Voxel Devlog #9]
12:53
GPU-generated DISTANCE FIELDS [Voxel Devlog #8]
14:40
The PERFECT voxel rendering pipeline (and online demo) [Voxel Devlog #7]
12:31
Designing a FLEXIBLE game engine with Rust [Voxel Devlog #6]
11:41
Adding MULTIPLAYER NETWORKING with WebRTC to my game engine [Voxel Devlog #5]
12:10
Drawing MILLIONS of voxels on an integrated GPU with parallax ray marching [Voxel Devlog #4]
07:36
Sparse voxel octree modification and benchmarking [Voxel Devlog #3]
07:39
Textures, lighting, and MUCH faster rendering [Voxel Devlog #2]
08:41
Implementing sparse voxel octrees and the ray caster [Voxel Devlog #1]