N Dimensional Games

An independent studio making assets and real-time tools for Unity — and the occasional game.

Products

NDVDB: Cinematic OpenVDB Importer and Real-Time Renderer
Unity tool · URP

NDVDB

Cinematic OpenVDB importer & real-time renderer

Import and play your own OpenVDB sequences as real-time lit volumetrics: smoke, fire and explosions that composite correctly with each other, your scene and your water.

Unity 6 · URP 17+Plays on Windows · Linux · macOSFull C# & shader source
  • Joint compositing. Every visible volume raymarched in one pass, with correct overlap and cross-volume shadows.
  • Lighting & fire. Self-shadowing, scene shadows, point and spot lights, and fire that lights its own smoke.
  • Water. Wave-accurate splits at the rendered surface; KWS2 and Crest detected automatically.
  • Timeline. A native track for sequencing multi-effect shots.
ADRIFT: a crewmember's flashlight finds three of the dead in a dark corridor of the ISV Vanta
Browser games · free

The Arcade

Three games, one cabinet, nothing to install

ADRIFT (prototype v16.49): a space-horror roguelite lit by one failing flashlight — solo, couch co-op, or online by room code. Jet Slalom and Area Flat 3: faithful remakes of two Flash-era MR-C classics, rebuilt from scratch for the modern browser with crisp or crunchy rendering, gamepad and touch.

Keyboard · gamepad · touchHi-scores saved in your browserCo-op for up to 4 in ADRIFT

ADRIFT: created with Claude Code, design by James Carroll & Michael Arens; a prototype toward a Discord game. Jet Slalom and Area Flat 3: remakes of the MR-C originals.

  • ADRIFT. Wake from cryo aboard a ship that rearranges itself every sleep. Four sectors, three power cells each, a shadow-cast beam, and the dead going for whoever is nearest.
  • Jet Slalom (remake). Skim the deck through procedurally grown pyramid fields, chicanes, spire storms and canyon runs — always with a way through. Classic or Relaxed pace.
  • Area Flat 3 (remake). A vertical shooter across eight shifting landscapes with weapons that grow into something else, and five bosses. A thumb-controlled build for phones.
  • The cabinet. Crisp re-renders at your display's true pixel density; Crunchy keeps the fat pixels. Settings apply mid-run; Esc returns to the arcade.

Roadmap

What is coming to NDVDB after 1.0, in priority order. The first three make up NDVDB 1.1.0, now in review and released as soon as the Unity Asset Store approves it. The FX Director is in development next; the rest are planned.

  • In review

    Converting on macOS and Linux

    Converted assets already play on Windows, Linux and macOS, but in 1.0 the converter itself runs in the Unity Editor on Windows x64 only. NDVDB 1.1.0 builds the OpenVDB reader natively for macOS (Apple Silicon and Intel) and Linux x86_64, so a whole team can import sequences on the machines they already use.

    Every build is checked against the Windows converter: the same sequence has to produce the same data on all three.

  • In review

    32 volumes composited at once

    In 1.0 the compositor marches up to eight volumes jointly in view; past that, extra effects still render, but without joint overlap or cross-volume lighting. A scene-wide brick pool removes the per-shader texture limit behind that ceiling, and 1.1.0 raises it to 32.

    Cost follows what is on screen, not how many effects exist: each ray marches only the volumes it actually crosses, and cross-volume shadows test only the volumes that can stand between a volume and each light. The shared pool also keeps GPU memory to the bricks in use, and brings the compositor to OpenGL Core.

  • In review

    Surface Split by default near water

    An effect placed in a scene with KWS2, Crest or an NDVDB Water Surface now starts in Surface Split, so it never shows a hard edge against the water. A Surface Split effect takes its second compositor slot only while its box reaches the water, including KWS2 pools and lakes.

    Underwater smoke also matches the water better: it takes on KWS2’s volumetric light, and faint smoke blends into Crest’s fog without a dark rim.

  • In development

    FX Director

    NDVDB plays from a native Timeline track today, but not every team sequences in Timeline. The FX Director adds NDVDB's own stack for directing a shot: cue effects, time-remap and layer them, and set their look from one place, with or without Timeline and alongside the cinematic tools you already use.

    Designed to be easy to pick up from the start, for artists as much as programmers.

  • Planned

    Real-time FX

    Everything NDVDB plays today is simulated ahead of time in your DCC and streamed back. Real-time FX adds effects that run live in the engine, with parameters you can change while the game is running, so an effect can react to gameplay instead of replaying the same way every time.

  • Planned

    Liquid VDB sequences

    NDVDB imports density volumes today: smoke, fire and explosions. Liquid simulations are exported differently, as an animated surface (a level set) rather than a density field, so they need their own import path and their own way to render.

    This adds both: animated liquid VDBs from Houdini, Blender and other DCCs, played back in real time and lit alongside your smoke, fire and water.

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Need help?

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