#  @johnlin9665 John Lin John Lin posts on YouTube about twitter, lin, ray, voxels the most. They currently have [------] followers and [--] posts still getting attention that total [---] engagements in the last [--] hours. ### Engagements: [---] [#](/creator/youtube::UCM2RhfMLoLqG24e_DYgTQeA/interactions)  - [--] Week [---] -17% - [--] Month [-----] -8.10% - [--] Months [------] -8.10% - [--] Year [------] +9.40% ### Mentions: [--] [#](/creator/youtube::UCM2RhfMLoLqG24e_DYgTQeA/posts_active)  ### Followers: [------] [#](/creator/youtube::UCM2RhfMLoLqG24e_DYgTQeA/followers)  - [--] Months [------] +0.24% - [--] Year [------] +0.24% ### CreatorRank: undefined [#](/creator/youtube::UCM2RhfMLoLqG24e_DYgTQeA/influencer_rank)  ### Social Influence **Social category influence** [social networks](/list/social-networks) [technology brands](/list/technology-brands) [nfts](/list/nfts) **Social topic influence** [twitter](/topic/twitter), [lin](/topic/lin), [ray](/topic/ray), [voxels](/topic/voxels), [path](/topic/path), [generated](/topic/generated), [water](/topic/water), [has been](/topic/has-been), [engine](/topic/engine), [trees](/topic/trees) **Top assets mentioned** [Voxels (voxels)](/topic/voxels) ### Top Social Posts Top posts by engagements in the last [--] hours "Voxel Water Physics - Waterfalls Rivers and Tunnels Follow me on Twitter for more updates: https://twitter.com/ProgrammerLin It took a bit longer than expected but the fluid simulation design from a few months ago has been implemented in our voxel project. It uses the same cell/particle hybrid method and is therefore fully volumetric with no height range limit beyond the 0-4095 y world boundary It will flow through buildings fall down into caves flow over and under cliffs fill up containers and lakebeds and navigate through tunnels. The design has been adapted to run sparsely and inline with" [YouTube Link](https://youtube.com/watch?v=1R5WFZk86kE) 2021-01-08T11:08Z 41.9K followers, 120.5K engagements "New Voxel Engine Reveal - Crystal Islands Experiment Follow me on Twitter for more updates: https://twitter.com/ProgrammerLin This scene is composed entirely of voxels. What started as an innocent attempt at increasing the view distance evolved into a [--] month quest to achieve not only that but rewrite a brand new voxel engine from the ground up that would feature: - An 8x (512 cubic) detail increase with animation support high compression rates and per-voxel material attributes - Fast collision detection that physics and player walking will utilize - Full fracture and mutation of objects -" [YouTube Link](https://youtube.com/watch?v=8ptH79R53c0) 2021-05-13T10:46Z 41.9K followers, 408.8K engagements "Animated Voxel Trees - Detail Enhancement Preview Follow me on Twitter for updates: https://twitter.com/ProgrammerLin This a showcase of an experimental enhancement to the engine that finally enables trees to blow in the wind. It's part of a larger video that will come in the near future showcasing other new improvements and features including water physics which was also teased recently" [YouTube Link](https://youtube.com/watch?v=BObFTsNeeGc) 2020-09-27T02:55Z 41.9K followers, 16.6K engagements "Voxel Summer Forest Meadows Follow me on Twitter for updates: https://twitter.com/ProgrammerLin Today we take a walk through an improved world featuring butterflies new flowers improved scene composition improved terrain gen and the return of falling leaves. I really appreciate everyone's support and patience. There will likely be one or two more videos before the big video I've been promising because my feature list for it has been growing. I didn't want to go ages without sharing stuff so I hope you all don't mind. voxels game development ray tracing path tracing rtx vulkan c++ physics" [YouTube Link](https://youtube.com/watch?v=CnBIq9KRpcI) 2020-12-26T11:34Z 41.9K followers, 32.1K engagements "Exploring an Infinite Voxel Forest Follow me on Twitter for more frequent updates: https://twitter.com/ProgrammerLin The last few months of development have been about taking our small fixed voxel scene and laying the foundation for a procedural world to expand infinitely. This simple forest walk is the last one we'll take friends for next up is going to be some long-awaited gameplay. There are some things I'd like to improve of course such as the tree-terrain collisions and the tree generation as a whole but I think for now it makes a fine test scene. In the future the world will feature" [YouTube Link](https://youtube.com/watch?v=1wufuXY3l1o) 2020-06-16T13:24Z 41.9K followers, 39.4K engagements "The most fun I've had working with voxels Follow me on Twitter for updates: https://twitter.com/ProgrammerLin I know I said the announcement video was next but I really wanted to share this one. Upon completing the core of the building system I actually got hooked on it and spent a solid day just having fun. Combined with re-watching The Office simultaneously it made for the best day of voxel dev I've ever experienced. The entirety of the building system lies in the lower left corner where you can see a WIP artist's palette. Building is as simple as choosing a shape (cube sphere cylinder" [YouTube Link](https://youtube.com/watch?v=2iP4qR8supk) 2020-12-19T20:18Z 41.9K followers, 79K engagements "Voxels + Physics = A fun way to dig Don't worry: we don't rotate our voxels here because we know better. The whole approach is made possible thanks to a unified voxel framework. The world physics processing ray tracing (all of the objects are ray traced) lighting procedural generation sound tracing and collision detection all use the same voxel data allowing for some nice optimizations. The entirety of the collision detection + physics processing (which is contact-based and uses a PGS solver) is done on a single CPU thread without any SSE trickery alongside the player input though it is" [YouTube Link](https://youtube.com/watch?v=UBfRPqKuq2I) 2020-07-12T14:02Z 41.9K followers, 30.2K engagements "Ray Traced Reverb Wind and Sound Occlusion (Path Traced Voxel Project) The year is [----] and you just installed the new Sound Blaster Audigy [--] card on your XP machine for some revolutionary EAX audio. What a time to be alive. Today we bring some of that excitement back with RTX reverb wind and sound occlusion using OpenAL. Twitter: https://twitter.com/ProgrammerLin" [YouTube Link](https://youtube.com/watch?v=UHzeQZD9t2s) 2020-03-19T11:57Z 41.9K followers, 106.2K engagements "New Voxel Engine Reveal - Crystal Islands Experiment Follow me on Twitter for more updates: https://twitter.com/ProgrammerLin This scene is composed entirely of voxels. What started as an innocent attempt at increasing the view distance evolved into a [--] month quest to achieve not only that but rewrite a brand new voxel engine from the ground up that would feature: - An 8x (512 cubic) detail increase with animation support high compression rates and per-voxel material attributes - Fast collision detection that physics and player walking will utilize - Full fracture and mutation of objects -" [YouTube Link](https://youtube.com/watch?v=8ptH79R53c0) 2021-05-13T10:46Z 41.9K followers, 408.8K engagements "Water Wheels Motor Concept and Dynamic Object Building Somebody printed YouTube comments on these water wheels. Follow me on Twitter for updates: https://twitter.com/ProgrammerLin This video is showcasing creating dynamic rigid body objects that update in real time react to water can be destroyed and can have constraints attached to them. A nice UI will help make this easier to work with. I considered having a separate in-game window where you don't have to deal with physics while building objects but in-game building would encourage users to build construction rooms with benches and ropes to" [YouTube Link](https://youtube.com/watch?v=8O1bsNaFZLE) 2021-01-23T11:28Z 41.9K followers, 92.9K engagements "Water Physics + Custom Voxel Boats Rigid Bodies & Destruction Follow me on Twitter for updates: https://twitter.com/ProgrammerLin One-way coupling between rigid bodies and water has been implemented. Buoyancy is simulated volumetrically and the fluid velocity field is sampled where the objects collide with it. Because the coupling is just fluid-on-objects air does not factor into water displacement and the splashes seen are just visual so moving objects themselves will not fill up (though anything built in the world will as shown in the previous video). I hope to implement two-way at some" [YouTube Link](https://youtube.com/watch?v=BoPZIojpbmw) 2021-01-18T21:38Z 41.9K followers, 49.8K engagements "Voxel Water Physics - Waterfalls Rivers and Tunnels Follow me on Twitter for more updates: https://twitter.com/ProgrammerLin It took a bit longer than expected but the fluid simulation design from a few months ago has been implemented in our voxel project. It uses the same cell/particle hybrid method and is therefore fully volumetric with no height range limit beyond the 0-4095 y world boundary It will flow through buildings fall down into caves flow over and under cliffs fill up containers and lakebeds and navigate through tunnels. The design has been adapted to run sparsely and inline with" [YouTube Link](https://youtube.com/watch?v=1R5WFZk86kE) 2021-01-08T11:08Z 41.9K followers, 120.5K engagements "Voxel Summer Forest Meadows Follow me on Twitter for updates: https://twitter.com/ProgrammerLin Today we take a walk through an improved world featuring butterflies new flowers improved scene composition improved terrain gen and the return of falling leaves. I really appreciate everyone's support and patience. There will likely be one or two more videos before the big video I've been promising because my feature list for it has been growing. I didn't want to go ages without sharing stuff so I hope you all don't mind. voxels game development ray tracing path tracing rtx vulkan c++ physics" [YouTube Link](https://youtube.com/watch?v=CnBIq9KRpcI) 2020-12-26T11:34Z 41.9K followers, 32.1K engagements "The most fun I've had working with voxels Follow me on Twitter for updates: https://twitter.com/ProgrammerLin I know I said the announcement video was next but I really wanted to share this one. Upon completing the core of the building system I actually got hooked on it and spent a solid day just having fun. Combined with re-watching The Office simultaneously it made for the best day of voxel dev I've ever experienced. The entirety of the building system lies in the lower left corner where you can see a WIP artist's palette. Building is as simple as choosing a shape (cube sphere cylinder" [YouTube Link](https://youtube.com/watch?v=2iP4qR8supk) 2020-12-19T20:18Z 41.9K followers, 79K engagements "Destroying some Voxel Pumpkins with my Pet Wolf Follow me on Twitter for updates: https://twitter.com/ProgrammerLin This is the final installment of the mini videos teasing some of the features I've been working on this time including object fracturing a WIP voxel character animation system new path tracing (still working on the denoiser) day/night some new terrain generation that gives me more control and improved scene composition. Next video I'll be giving a long showcase of everything in the engine showcase the water physics and talk about the game this is turning into. voxels game" [YouTube Link](https://youtube.com/watch?v=6Cp9R2JBvoY) 2020-11-01T02:09Z 41.9K followers, 31.1K engagements "Volumetric Terrain Fracturing - Detail Enhancement Preview #2 Follow me on Twitter for updates: https://twitter.com/ProgrammerLin Following the previous video this short clip showcases another feature made possible to the enhancements the engine has undergone: volumetric fracturing of terrain and objects. A more extensive video showcasing what this enables will follow shortly. Thanks everyone for all your kind comments and support :)" [YouTube Link](https://youtube.com/watch?v=cP2RYpuRtcY) 2020-10-10T11:58Z 41.9K followers, 17.3K engagements "Animated Voxel Trees - Detail Enhancement Preview Follow me on Twitter for updates: https://twitter.com/ProgrammerLin This a showcase of an experimental enhancement to the engine that finally enables trees to blow in the wind. It's part of a larger video that will come in the near future showcasing other new improvements and features including water physics which was also teased recently" [YouTube Link](https://youtube.com/watch?v=BObFTsNeeGc) 2020-09-27T02:55Z 41.9K followers, 16.6K engagements "This Real-Time 3D Fluid Sim Runs on One CPU Core. Follow me on Twitter for updates: https://twitter.com/ProgrammerLin This was a research project that aimed to find a real-time realistic fluid simulation that was able to handle moderately complex scenes without taxing the GPU horribly or wiping out the entire CPU. It's a hybrid lagrangian-eulerian method based on the work by "Hu Yuanming and Fang Yu and Ge Ziheng and Qu Ziyin and Zhu Yixin and Pradhana Andre and Jiang Chenfanfu" (2018). Special thanks to Grant Kot for his epic fluid simulations for without him I never would've believed CPU" [YouTube Link](https://youtube.com/watch?v=4Y58Pg9tpSo) 2020-08-21T03:08Z 41.9K followers, 43.4K engagements "Voxels + Physics = A fun way to dig Don't worry: we don't rotate our voxels here because we know better. The whole approach is made possible thanks to a unified voxel framework. The world physics processing ray tracing (all of the objects are ray traced) lighting procedural generation sound tracing and collision detection all use the same voxel data allowing for some nice optimizations. The entirety of the collision detection + physics processing (which is contact-based and uses a PGS solver) is done on a single CPU thread without any SSE trickery alongside the player input though it is" [YouTube Link](https://youtube.com/watch?v=UBfRPqKuq2I) 2020-07-12T14:02Z 41.9K followers, 30.2K engagements "Exploring an Infinite Voxel Forest Follow me on Twitter for more frequent updates: https://twitter.com/ProgrammerLin The last few months of development have been about taking our small fixed voxel scene and laying the foundation for a procedural world to expand infinitely. This simple forest walk is the last one we'll take friends for next up is going to be some long-awaited gameplay. There are some things I'd like to improve of course such as the tree-terrain collisions and the tree generation as a whole but I think for now it makes a fine test scene. In the future the world will feature" [YouTube Link](https://youtube.com/watch?v=1wufuXY3l1o) 2020-06-16T13:24Z 41.9K followers, 39.4K engagements "Ray Traced Reverb Wind and Sound Occlusion (Path Traced Voxel Project) The year is [----] and you just installed the new Sound Blaster Audigy [--] card on your XP machine for some revolutionary EAX audio. What a time to be alive. Today we bring some of that excitement back with RTX reverb wind and sound occlusion using OpenAL. Twitter: https://twitter.com/ProgrammerLin" [YouTube Link](https://youtube.com/watch?v=UHzeQZD9t2s) 2020-03-19T11:57Z 41.9K followers, 106.2K engagements "Path Traced Voxel Project - it all started with a single arch After adding glass making path tracing noiseless and run 20x faster (60fps HD) and adding experimental building tools I created a single arch and couldn't pull myself away for the next [--] weeks. I can't wait to see what real artists can do. https://twitter.com/ProgrammerLin" [YouTube Link](https://youtube.com/watch?v=VQv1OEm_www) 2020-03-06T17:15Z 41.9K followers, 62K engagements Limited data mode. Full metrics available with subscription: lunarcrush.com/pricing
@johnlin9665 John LinJohn Lin posts on YouTube about twitter, lin, ray, voxels the most. They currently have [------] followers and [--] posts still getting attention that total [---] engagements in the last [--] hours.
Social category influence social networks technology brands nfts
Social topic influence twitter, lin, ray, voxels, path, generated, water, has been, engine, trees
Top assets mentioned Voxels (voxels)
Top posts by engagements in the last [--] hours
"Voxel Water Physics - Waterfalls Rivers and Tunnels Follow me on Twitter for more updates: https://twitter.com/ProgrammerLin It took a bit longer than expected but the fluid simulation design from a few months ago has been implemented in our voxel project. It uses the same cell/particle hybrid method and is therefore fully volumetric with no height range limit beyond the 0-4095 y world boundary It will flow through buildings fall down into caves flow over and under cliffs fill up containers and lakebeds and navigate through tunnels. The design has been adapted to run sparsely and inline with"
YouTube Link 2021-01-08T11:08Z 41.9K followers, 120.5K engagements
"New Voxel Engine Reveal - Crystal Islands Experiment Follow me on Twitter for more updates: https://twitter.com/ProgrammerLin This scene is composed entirely of voxels. What started as an innocent attempt at increasing the view distance evolved into a [--] month quest to achieve not only that but rewrite a brand new voxel engine from the ground up that would feature: - An 8x (512 cubic) detail increase with animation support high compression rates and per-voxel material attributes - Fast collision detection that physics and player walking will utilize - Full fracture and mutation of objects -"
YouTube Link 2021-05-13T10:46Z 41.9K followers, 408.8K engagements
"Animated Voxel Trees - Detail Enhancement Preview Follow me on Twitter for updates: https://twitter.com/ProgrammerLin This a showcase of an experimental enhancement to the engine that finally enables trees to blow in the wind. It's part of a larger video that will come in the near future showcasing other new improvements and features including water physics which was also teased recently"
YouTube Link 2020-09-27T02:55Z 41.9K followers, 16.6K engagements
"Voxel Summer Forest Meadows Follow me on Twitter for updates: https://twitter.com/ProgrammerLin Today we take a walk through an improved world featuring butterflies new flowers improved scene composition improved terrain gen and the return of falling leaves. I really appreciate everyone's support and patience. There will likely be one or two more videos before the big video I've been promising because my feature list for it has been growing. I didn't want to go ages without sharing stuff so I hope you all don't mind. voxels game development ray tracing path tracing rtx vulkan c++ physics"
YouTube Link 2020-12-26T11:34Z 41.9K followers, 32.1K engagements
"Exploring an Infinite Voxel Forest Follow me on Twitter for more frequent updates: https://twitter.com/ProgrammerLin The last few months of development have been about taking our small fixed voxel scene and laying the foundation for a procedural world to expand infinitely. This simple forest walk is the last one we'll take friends for next up is going to be some long-awaited gameplay. There are some things I'd like to improve of course such as the tree-terrain collisions and the tree generation as a whole but I think for now it makes a fine test scene. In the future the world will feature"
YouTube Link 2020-06-16T13:24Z 41.9K followers, 39.4K engagements
"The most fun I've had working with voxels Follow me on Twitter for updates: https://twitter.com/ProgrammerLin I know I said the announcement video was next but I really wanted to share this one. Upon completing the core of the building system I actually got hooked on it and spent a solid day just having fun. Combined with re-watching The Office simultaneously it made for the best day of voxel dev I've ever experienced. The entirety of the building system lies in the lower left corner where you can see a WIP artist's palette. Building is as simple as choosing a shape (cube sphere cylinder"
YouTube Link 2020-12-19T20:18Z 41.9K followers, 79K engagements
"Voxels + Physics = A fun way to dig Don't worry: we don't rotate our voxels here because we know better. The whole approach is made possible thanks to a unified voxel framework. The world physics processing ray tracing (all of the objects are ray traced) lighting procedural generation sound tracing and collision detection all use the same voxel data allowing for some nice optimizations. The entirety of the collision detection + physics processing (which is contact-based and uses a PGS solver) is done on a single CPU thread without any SSE trickery alongside the player input though it is"
YouTube Link 2020-07-12T14:02Z 41.9K followers, 30.2K engagements
"Ray Traced Reverb Wind and Sound Occlusion (Path Traced Voxel Project) The year is [----] and you just installed the new Sound Blaster Audigy [--] card on your XP machine for some revolutionary EAX audio. What a time to be alive. Today we bring some of that excitement back with RTX reverb wind and sound occlusion using OpenAL. Twitter: https://twitter.com/ProgrammerLin"
YouTube Link 2020-03-19T11:57Z 41.9K followers, 106.2K engagements
"New Voxel Engine Reveal - Crystal Islands Experiment Follow me on Twitter for more updates: https://twitter.com/ProgrammerLin This scene is composed entirely of voxels. What started as an innocent attempt at increasing the view distance evolved into a [--] month quest to achieve not only that but rewrite a brand new voxel engine from the ground up that would feature: - An 8x (512 cubic) detail increase with animation support high compression rates and per-voxel material attributes - Fast collision detection that physics and player walking will utilize - Full fracture and mutation of objects -"
YouTube Link 2021-05-13T10:46Z 41.9K followers, 408.8K engagements
"Water Wheels Motor Concept and Dynamic Object Building Somebody printed YouTube comments on these water wheels. Follow me on Twitter for updates: https://twitter.com/ProgrammerLin This video is showcasing creating dynamic rigid body objects that update in real time react to water can be destroyed and can have constraints attached to them. A nice UI will help make this easier to work with. I considered having a separate in-game window where you don't have to deal with physics while building objects but in-game building would encourage users to build construction rooms with benches and ropes to"
YouTube Link 2021-01-23T11:28Z 41.9K followers, 92.9K engagements
"Water Physics + Custom Voxel Boats Rigid Bodies & Destruction Follow me on Twitter for updates: https://twitter.com/ProgrammerLin One-way coupling between rigid bodies and water has been implemented. Buoyancy is simulated volumetrically and the fluid velocity field is sampled where the objects collide with it. Because the coupling is just fluid-on-objects air does not factor into water displacement and the splashes seen are just visual so moving objects themselves will not fill up (though anything built in the world will as shown in the previous video). I hope to implement two-way at some"
YouTube Link 2021-01-18T21:38Z 41.9K followers, 49.8K engagements
"Voxel Water Physics - Waterfalls Rivers and Tunnels Follow me on Twitter for more updates: https://twitter.com/ProgrammerLin It took a bit longer than expected but the fluid simulation design from a few months ago has been implemented in our voxel project. It uses the same cell/particle hybrid method and is therefore fully volumetric with no height range limit beyond the 0-4095 y world boundary It will flow through buildings fall down into caves flow over and under cliffs fill up containers and lakebeds and navigate through tunnels. The design has been adapted to run sparsely and inline with"
YouTube Link 2021-01-08T11:08Z 41.9K followers, 120.5K engagements
"Voxel Summer Forest Meadows Follow me on Twitter for updates: https://twitter.com/ProgrammerLin Today we take a walk through an improved world featuring butterflies new flowers improved scene composition improved terrain gen and the return of falling leaves. I really appreciate everyone's support and patience. There will likely be one or two more videos before the big video I've been promising because my feature list for it has been growing. I didn't want to go ages without sharing stuff so I hope you all don't mind. voxels game development ray tracing path tracing rtx vulkan c++ physics"
YouTube Link 2020-12-26T11:34Z 41.9K followers, 32.1K engagements
"The most fun I've had working with voxels Follow me on Twitter for updates: https://twitter.com/ProgrammerLin I know I said the announcement video was next but I really wanted to share this one. Upon completing the core of the building system I actually got hooked on it and spent a solid day just having fun. Combined with re-watching The Office simultaneously it made for the best day of voxel dev I've ever experienced. The entirety of the building system lies in the lower left corner where you can see a WIP artist's palette. Building is as simple as choosing a shape (cube sphere cylinder"
YouTube Link 2020-12-19T20:18Z 41.9K followers, 79K engagements
"Destroying some Voxel Pumpkins with my Pet Wolf Follow me on Twitter for updates: https://twitter.com/ProgrammerLin This is the final installment of the mini videos teasing some of the features I've been working on this time including object fracturing a WIP voxel character animation system new path tracing (still working on the denoiser) day/night some new terrain generation that gives me more control and improved scene composition. Next video I'll be giving a long showcase of everything in the engine showcase the water physics and talk about the game this is turning into. voxels game"
YouTube Link 2020-11-01T02:09Z 41.9K followers, 31.1K engagements
"Volumetric Terrain Fracturing - Detail Enhancement Preview #2 Follow me on Twitter for updates: https://twitter.com/ProgrammerLin Following the previous video this short clip showcases another feature made possible to the enhancements the engine has undergone: volumetric fracturing of terrain and objects. A more extensive video showcasing what this enables will follow shortly. Thanks everyone for all your kind comments and support :)"
YouTube Link 2020-10-10T11:58Z 41.9K followers, 17.3K engagements
"Animated Voxel Trees - Detail Enhancement Preview Follow me on Twitter for updates: https://twitter.com/ProgrammerLin This a showcase of an experimental enhancement to the engine that finally enables trees to blow in the wind. It's part of a larger video that will come in the near future showcasing other new improvements and features including water physics which was also teased recently"
YouTube Link 2020-09-27T02:55Z 41.9K followers, 16.6K engagements
"This Real-Time 3D Fluid Sim Runs on One CPU Core. Follow me on Twitter for updates: https://twitter.com/ProgrammerLin This was a research project that aimed to find a real-time realistic fluid simulation that was able to handle moderately complex scenes without taxing the GPU horribly or wiping out the entire CPU. It's a hybrid lagrangian-eulerian method based on the work by "Hu Yuanming and Fang Yu and Ge Ziheng and Qu Ziyin and Zhu Yixin and Pradhana Andre and Jiang Chenfanfu" (2018). Special thanks to Grant Kot for his epic fluid simulations for without him I never would've believed CPU"
YouTube Link 2020-08-21T03:08Z 41.9K followers, 43.4K engagements
"Voxels + Physics = A fun way to dig Don't worry: we don't rotate our voxels here because we know better. The whole approach is made possible thanks to a unified voxel framework. The world physics processing ray tracing (all of the objects are ray traced) lighting procedural generation sound tracing and collision detection all use the same voxel data allowing for some nice optimizations. The entirety of the collision detection + physics processing (which is contact-based and uses a PGS solver) is done on a single CPU thread without any SSE trickery alongside the player input though it is"
YouTube Link 2020-07-12T14:02Z 41.9K followers, 30.2K engagements
"Exploring an Infinite Voxel Forest Follow me on Twitter for more frequent updates: https://twitter.com/ProgrammerLin The last few months of development have been about taking our small fixed voxel scene and laying the foundation for a procedural world to expand infinitely. This simple forest walk is the last one we'll take friends for next up is going to be some long-awaited gameplay. There are some things I'd like to improve of course such as the tree-terrain collisions and the tree generation as a whole but I think for now it makes a fine test scene. In the future the world will feature"
YouTube Link 2020-06-16T13:24Z 41.9K followers, 39.4K engagements
"Ray Traced Reverb Wind and Sound Occlusion (Path Traced Voxel Project) The year is [----] and you just installed the new Sound Blaster Audigy [--] card on your XP machine for some revolutionary EAX audio. What a time to be alive. Today we bring some of that excitement back with RTX reverb wind and sound occlusion using OpenAL. Twitter: https://twitter.com/ProgrammerLin"
YouTube Link 2020-03-19T11:57Z 41.9K followers, 106.2K engagements
"Path Traced Voxel Project - it all started with a single arch After adding glass making path tracing noiseless and run 20x faster (60fps HD) and adding experimental building tools I created a single arch and couldn't pull myself away for the next [--] weeks. I can't wait to see what real artists can do. https://twitter.com/ProgrammerLin"
YouTube Link 2020-03-06T17:15Z 41.9K followers, 62K engagements
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