Improved the shading a bit, created an interesting voro-noise texture that looks surprisingly like my ray-casted stuff, even though I started more or less from scratch without referencing the old code. Believe it or not, this runs in realtime on a (good) mobile radeon chip, in the range of 60-70 fps (can easily go up past 200 if settings and view distance are tweaked). Performance is probably 2-3x better on a real (discrete) graphics card. It is still horribly unoptimized but runs quit well regardless. I could do some 3D mipmapping to really improve performance.
10 Comments
Matthias
1/9/2012 05:49:08 pm
Hey,
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1/10/2012 12:03:39 am
Danke schön :) I will upload a video soon once I get some free time...
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Hi there,
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1/10/2012 06:58:35 am
Hi ARme,
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Man. Just awesome. Some questions if I may...
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1/10/2012 02:06:46 pm
Hi Chris -
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1/10/2012 02:09:16 pm
I should add - rotations are very easy in terms of treating the voxel as a collection of polygons - just apply a rotation Matrix in OpenGL. However, I am not doing this for stylistic reasons. I want my engine to closely resemble pixel art, and as such every cube (voxel) must remain axis-aligned, just as pixels are axis-aligned in a 2D plane in "real" pixel art. :) 5/30/2012 10:55:42 am
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5/30/2012 10:57:03 am
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9/14/2013 05:40:30 pm
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