Daryl Zuniga
darzu.bsky.social
Daryl Zuniga
@darzu.bsky.social
Loves gpu programming, compilers, optimization, and building things from scratch.
https://mastodon.gamedev.place/@sprig, https://darzu.io, https://sprig.land

Rendering Engineer at Bitshift Entertainment
In case it's not obvious, every chunk is rendered as an inside out ~cube and the fragment shader of the cube shader does the ray trace / DDA through the 3d texture.
June 7, 2025 at 3:35 AM
Here's a heat map showing how many steps were needed per pixel. Rainbow wraps after 64 steps.

We also have an oct-tree renderer that we're thinking we'll use for very large levels but i'm not actually sure it'll be faster.
June 7, 2025 at 3:28 AM