A voxel adventure game prototype
An untitled game prototype
This is a video of the voxel game prototype I built on my Glow3D engine a while ago. The idea was something like the original Zelda: an isometric adventure, but made of voxels. The art in the video is by Sir carma.
I wrote a parser for the MagicaVoxel file format and made big changes to the code I had written for the Iron Cube game. To improve the picture I added NVIDIA HBAO+ and NVIDIA shadows through the ShadowWorks middleware. HBAO+ is a screen space ambient occlusion technique that approximates global illumination, and with it I gave up on writing my own SSAO, at least for a while. The engine already had some shadow support, but at the time it had no efficient cascaded shadow maps, so I went with the NVIDIA libraries instead. They are fast and many modern games use them.
MagicaVoxel is a nice voxel editor and renderer made by @ephtracy. He has more or less built a 3ds Max single-handed, only for voxel graphics. The music in the video is Medieval Introduction.