I've created a method for grid-based voxel worlds that allows block models to "escape" their usual render bounds (in this case from 16^3 to 32^3), hugely increasing detail and enabling cool blending effects, while still retaining the grid-based logic.
I call this technique Escape Volumes, and its rendering is (almost) free! #gamedev #webgpu
I've created an infinite terrain generator using cellular automata: maierfelix.github.io/strata-…
#procedural #voxelart
















