create a voxel render in csharp

To create a voxel render in C#, you can use Unity3D game engine along with some voxel generation and rendering techniques. Here is an example of how to create a basic voxel render in C# using Unity3D game engine:

Step 1: Create a Voxel Grid

Create a grid of voxels in Unity3D game engine. You can use a 3D array to keep track of the voxels' positions and colors.

Step 2: Generate the Voxel Grid

Procedurally generate the voxel grid using Perlin noise, simplex noise or any other method of your choice.

Step 3: Render the Voxel Grid

Render the voxel grid by creating small cubes for each voxel position using Unity3D game engine. Assign the corresponding color to each cube based on the voxel color in the 3D array.

Here's some example code to get you started:

main.cs
public class VoxelRender : MonoBehaviour
{
    public int width, height, depth; // grid size
    public GameObject voxelPrefab; // voxel prefab
    public float scale; // voxel size
    public float seed; // Perlin noise random seed

    private Color[,,] voxelColors; // voxel colors
    private GameObject[,,] voxels; // voxel game objects

    void Start()
    {
        // create voxel grid
        voxelColors = new Color[width, height, depth];
        voxels = new GameObject[width, height, depth];

        // generate voxel colors using Perlin noise
        float xOff, yOff, zOff;
        for (int x = 0; x < width; x++)
        {
            for (int y = 0; y < height; y++)
            {
                for (int z = 0; z < depth; z++)
                {
                    xOff = (float)x / width * scale + seed;
                    yOff = (float)y / height * scale + seed;
                    zOff = (float)z / depth * scale + seed;
                    voxelColors[x, y, z] = Color.Lerp(Color.white, Color.black, Mathf.PerlinNoise(xOff, yOff, zOff));
                }
            }
        }

        // create voxel game objects
        for (int x = 0; x < width; x++)
        {
            for (int y = 0; y < height; y++)
            {
                for (int z = 0; z < depth; z++)
                {
                    GameObject voxel = Instantiate(voxelPrefab, new Vector3(x, y, z) * scale, Quaternion.identity);
                    voxel.transform.localScale = Vector3.one * scale;
                    voxel.GetComponent<Renderer>().material.color = voxelColors[x, y, z];
                    voxels[x, y, z] = voxel;
                }
            }
        }
    }
}
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This code creates a voxel grid using Perlin noise and then renders each voxel as a small cube with corresponding color. You can customize the grid size, voxel size and random seed to create different types of voxel renders.

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