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YNL - Vozel
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Devlog
Devlog #4: Apply 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 #3: Apply 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 #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 #1.1: 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: 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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