Micro Voxel Engine Devlog
Micro Voxel Engine developer adds fluid simulation and procedural pond generation in latest devlog
A developer has shared the latest updates to the Micro Voxel Engine, a project that has seen significant advancements in recent weeks. The developer's latest devlog details the addition of a fluid simulation system, complete with a water visualization shader.
The fluid simulation uses a GPU-based physics simulation that prioritizes speed over accuracy, focusing on delivering a reasonably okay experience for gameplay purposes. The simulation operates on a coarse grid and incorporates a cell occupancy parameter to manage fluid flow.
Building upon this foundation, the developer has also introduced procedural pond generation, leveraging a basic basin detection system to create randomised pond sizes and shapes. These ponds are populated with details such as islands and fish, with the latter being dynamically spawned and classified as detail entities that despawn quickly.
Plans are in place to expand the fish mechanics, making fish species selection deterministic based on pond location and time of day. The developer has expressed satisfaction with the current state of the project, acknowledging that while there are still issues to address, the progress made so far is a significant step forward.
The Micro Voxel Engine project is a notable example of the innovative work being done in the indie game development community, where creators are continually pushing the boundaries of what is possible with smaller-scale projects. As the project continues to evolve, it will be interesting to see how the developer addresses the remaining challenges and brings the game to life.