Note: Re: Flora is currently in early & active development. Features and timelines are subject to change as the project evolves.
Re: Flora is an experimental relaxation game that allows players to design and nurture their own island paradise. Using vibrant voxel rendering, players can cultivate a diverse ecosystem of plants, shape terrain, and create a personal sanctuary. The game emphasizes creativity and tranquility with no failure states, focusing instead on the joy of watching your garden evolve.
This project aims to give players:
A meditative voxel-based gardening experience where players cultivate their own island ecosystem.
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Intuitive Planting System: Easily select, place, and nurture various plant species.
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Dynamic Ecosystem: Watch plants grow, spread, and interact based on environmental conditions.
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Day/Night & Seasonal Cycles: Experience visual changes and different growth patterns.
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Relaxing Atmosphere: Meditative audio, gentle animations, and a stress-free experience.
We're integrating elements of real-world botany, including:
- Realistic growth cycles (accelerated but proportional).
- Environmental preferences (light, soil, water needs).
- Seasonal behaviors and adaptations.
- Educational elements about plant varieties.
While Re: Flora has no mandatory goals, players can engage with optional objectives:
- Themed garden challenges.
- Botanical collection completion.
- Ecosystem balance achievements.
- Seasonal photography contests.
This project draws inspiration from:
- The meditative aspects of gardening.
- Voxel art aesthetics and capabilities.
- Games focused on creativity and expression.
- The natural world's beauty and complexity.
Ensure you are using the latest stable version of Rust.
| Name | Usage |
|---|---|
shader-lint |
For GLSL/HLSL shader linting. |
rust-analyzer |
Provides language support for Rust (linting, formatting, etc.). |
| to be continued... | ... |
Note: Do not use
glslxfor Vulkan-style shaders.
- Official Khronos Guide to Ray Tracing in Vulkan
- GLSL_EXT_ray_query Shading Documentation
- Ray Tracing Pipeline vs. Ray Query Performance
- NVIDIA RTX Best Practices (1)
- NVIDIA RTX Best Practices (2 - Updated)
- A Guide to Fast Voxel Ray Tracing using Sparse 64-trees
- Another View on the Classic Ray-AABB Intersection Algorithm
- Understanding BRDF and PDF for Sampling
- Procedural Generation: Procedural Island Generator in Blender
- Voxel Worlds:
- Physics & Simulation:
- Audio:
- Particles & Effects:
- General Graphics & Optimization:
- Post Processing:
- adrien-ben/egui-ash-renderer for the implementation of
ashwithegui. - TheMaister's Blog for the excellent Vulkan Synchronization Tutorial.
- Khronos Group for the official Vulkan Synchronization Examples and documentation on the Command Buffer Lifecycle.
- Cambridge in Colour for the clear tutorial on Gamma Correction.
- Sébastien Piquemal for the interactive explanation of Gamma Correction and sRGB.
- Ponds
- Dynamic Terrain Edit
- Some Artistic Dithering?
- Clouds
