Zotbox – Global Illumination

I am excited to show off a preview of the block based global illumination in Zotbox. This is similar to the vanilla Minecraft skylight plus block light GI approach. However if you look closely you can see how the detail objects like the rocks and trees are also lit correctly.

For example the rock is lit on one side with the light and casts some occlusion on the back side. This is a combination of the GI and the detail objects ‘occupying’ blocks. The block lighting is then applied to the detail models as vertex colors. It makes a really nice basic lighting effect.

The scene is just one I made quickly on the Quest 2 while playing around and testing with some very rudimentary building tools. It’s just like Minecraft – running around adding and removing blocks. Loads of fun in VR!

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Zotbox – Ambient Occlusion

I’ve been working on the lighting system for Zotbox, and here’s a sneak peek of the block-based ambient occlusion applied to the blocks and detail models including the blocks the detail models ‘occupy’! This really elevates the block visuals and helps to ‘anchor’ the details in the terrain.

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Zotbox – Water

I now have the basic terrain system with water working for Zotbox. This all runs very smoothly on the Quest 2 with a lot of headroom for future CPU/GPU needs. I use the Quest 2 for testing since this is the baseline. The terrain is scalable so on Quest 3 there will be a larger view distance for example. Getting to this point hasn’t been easy and I am very excited for where this is… Continue reading

Underwater Detail

Some more Blockbench models I made with my meager modeling skills. These are for underwater and beach details. Stones, seagrass, shells, corals, and starfish etc.

I am currently building a biome system which will control the detail models. For Zotbox there will be a mixture of blocks and detail models that make up the terrain. Detail models will work just like blocks being easily created or destroyed and tied to mechanics.

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Zotbox – Terrain

I have been slowly working on rebuilding the entire terrain system for Zotbox with a Minecraft style block terrain while also shifting over to the URP from the legacy built-in renderer. I am now at a point where I am excited to reveal all the coolness of where this is heading. Zotbox and No Future were originally created using a tile based terrain system that was flat with each tile being 10mx10m. This provided a… Continue reading

Hurricane VR Physics Interactions

I love the foundation of physics interactions in Half Life: ALYX and I want my VR ARPG sandbox to essentially work the same way.

Hands shouldn’t go through objects. Grasping and interaction should feel natural like real world objects. Things should seem like they have weight with some requiring two hands to move. This kind of interaction is important and creates a sense of presence.

Hurricane VR is a physics interactions framework that has everything to achieve this. There is also a companion physics based rigid body controller that integrates with it called HexaBody VR. Together they form a starting point for BONEWORKS or Blade & Sorcery levels of interaction.

I have been working with both frameworks and highly recommend them. There is a significant learning curve with them but they are well written and actively being developed with a great community on discord.

These assets are definitely bringing next level interaction to VR developers!

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Zotbox – a VR ARPG Sandbox

So why am I creating No Future? My primary motivation is my VR ARPG sandbox called Zotbox. No Future is simply a fun choice of something that will help drive the creation of that framework. My hope is to eventually develop several VR games using it. So what is it? Zotbox is essentially a codebase for a VR ARPG sandbox inside Unity with built in level editing and generation in VR. The world is created… Continue reading