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YNL - Vozel (Devlog)
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Devlog
Devlog #2.3: Burst-compatible biome proceducer
September 20, 2025
by
Yunasawa
🔶 Better maintainable approach For biome calculation, instead of the classic approach of using a giant switch-case to call the right static method for each biome, I wanted something more maintainab...
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Devlog #2.2: Minecraft-like biome generation
September 20, 2025
by
Yunasawa
#biome
After finishing the terrain system, the next step was adding variety to the world. That’s where the biome map comes in—it decides where forests, deserts, snowfields, and other regions appear, maki...
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Devlog #2.1: Procedural Noise in Action
September 19, 2025
by
Yunasawa
#noise
“Noise” might sound messy, but in game development it’s a powerful tool. Procedural noise generates patterns that are random yet structured, perfect for creating natural landscapes, textures, an...
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Devlog #1.4: Voxel-style Ambient Occlusion
September 15, 2025
by
Yunasawa
Ambient Occlusion (AO) is a technique used to darken areas where light is naturally blocked by nearby geometry, helping create a stronger sense of depth and contact between objects. In practice, AO is...
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Devlog #1.3: Hidden-face Culling
September 10, 2025
by
Yunasawa
Hidden-face culling is a technique to reduce the number of faces in a voxel mesh by removing those that are completely hidden (adjacent to another voxel). This greatly reduces the total number of vert...
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Devlog #1.2: Exploring Rendering Methods
September 10, 2025
by
Yunasawa
#renderer, #optimization
In the previous log, I used the simplest way to create chunk meshes: adding vertices and triangles directly into a mesh, then rendering them with a MeshFilter. Unity, however, provides more advanced r...
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Devlog #0.1: Control UIs, ToolTab & ToolView
December 29, 2024
by
Yunasawa
#voxel, #UIToolkit
📌 Control UIs • Title Bar contains the title and navigation buttons of the application. • Menu Bar contains basic options with foldout window containing specific options. • Status Bar contain...
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Devlog #1.1: Base renderer & Multi-threading
November 07, 2024
by
Yunasawa
#voxel, #optimization, #renderer
• The world in YNL – Vozel is built from chunks (16×16), each chunk is divided vertically into 32 sections (16×16×16 in size). • Render Distance controls how many chunks are visible in each d...
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