Quick update on the progress of my voxel engine.
Updates
- Moved from forward shading to deferred shading (which I started a blog post on!).
- Since deferred shading breaks up the lightng information into textures, I can select which texture is displayed to visualize the information
- The cube meshes created now have per vertex normals
- Voxel Lighting
TODO
- Working on debug utilities
- More user interface features (Working on a command line)
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