Notes from the work.
Progress, techniques and decisions from inside Archreon's work, written by the people doing it.

A Bridge Over a Pond, and Other Hard Problems
Since the last devlog the engine has learned to build with textured stone, reflect things properly, import real 3D models as voxels and render in nearly half the time. Then I built a courtyard to see if any of it held up.

How I Test a Real-Time Renderer
Renderers are very good at being slightly wrong. This is how I catch mine at it: byte-identical reference frames, a headless mode, timing runs that don't lie, and a fuzzer whose only job is to break the world.

Building a Ray-Traced Voxel World
I am building a voxel engine at 5 cm per voxel where every voxel can be dug, placed or painted, and every pixel is path traced. The hard part is the sheer amount of data. Here is how I handle it, what works, and the pond that used to render black.

Why I Built My Own Engine
My voxel engine is my own, written from scratch in C# on Vulkan. Here is why, and what a frame looks like from the inside.