Procedual Voxel Tree Generation - Rust Game
My voxel engine (written in Rust using the Bevy game engine), finally has procedual tree generation. I'm using an algorithm called space colonization and it's absolutely fantastic.
Source code for tree generation: https://github.com/TanTanDev/shrubbery
Sponsor: Quadratic - The Data Science Spreadsheet
Check out the project on Github: https://github.com/quadratichq/quadratic/
View open jobs here: https://careers.quadratic.to
My discord group:
https://discord.gg/9P8QSYf
Want to support me?
Monero: 43Ktj1Bd4Nkaj4fdx6nPvBZkJewcPjxPB9nafnepM7SdGtcU6rhpxyLiV9w3k92rE1UqHTr4BNqe2ScsK1eEENvZDC3W1ur
Resources (The tech I'm using)!
bevy game engine: https://bevyengine.org/
game_stat: https://github.com/TanTanDev/game_stat
physics (3D and 2D): https://github.com/dimforge/rapier
inspector ui (runtime tweaking): https://github.com/jakobhellermann/bevy-inspector-egui/
hot reloading using dlls/so files: https://docs.rs/dlopen/latest/dlopen/
benchmarking: https://github.com/bheisler/criterion.rs
world generation: my own custom implementation is not open source at the moment.
other rust libraries, that I recommend:
game engine: https://github.com/not-fl3/macroquad
Graphics rendering api: https://wgpu.rs/
multithreading: https://github.com/zesterer/lagoon
profiling: https://crates.io/crates/profiling, using Optick feature
#tantan #gamedev #voxelgame
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