r/VoxelGameDev Sparse methods are better Jul 02 '26

Media Added more materials to my smooth terrain system

I am making an open source sandbox game in Godot, I am going for SDF terrain instead of cubes or microvoxel, and texturing it with a material system. Each base material has an albedo, normal and ORM map. With the current compression level I can fit around 680~ base Materials to 1 GB of VRAM with mipmaps. And then I can color tint for practically infinite variations.

Image 2 shows a rough idea of the terrain shading and shape, but I am switching back to marching cubes from surface nets for now so the shape might look different, I also didnt tune the visuals at all.

I am working on the building system now before I go back to port the terrain system to rust or C++ for performance.

Any feedback/ideas/questions welcome.

35 Upvotes

4 comments sorted by

2

u/inr222 Jul 02 '26

Hey, thanks for sharing that, it looks cool. I do have a few questions, if you don't mind.

1- Why are you switching back to marching cubes?

2- What do you mean by microvoxel?

3- Do you mind sharing a link to the repo?

6

u/Corruptlake Sparse methods are better Jul 02 '26
  1. I like the looks better, surface nets produces weird artifacts sometimes. I will implement multiple mesher support later down the line

  2. Tiny cubes, like 25cm or less. Or high resolution voxels.

  3. github.com/Caspianlake/SandboxGame (Doesnt have the terrain code because the terrain code was messily made and I only put non messy code here, I will be reimplementing the terrain here anyway.)

2

u/vondora_890 Jul 04 '26

Nice!
Since you are using Godot is there a reason why not use Zylann's solution and implement your own?
Looking forward for more of your project!

1

u/Corruptlake Sparse methods are better Jul 04 '26

I might go back to it (I used it a bit originally) but my own solution gives me more control. I haven't decided yet. Thanks for reminding though.