Copy and Paste works well now. Areas of voxels can be grouped to new entities for placing them in the scene. The size of the entire voxel data of the screenshot below on disk is just 1.3MB, which is quite OK. Thanks to my new graphics card, voxel raycasting and terrain rendering also runs smoothly at 60+ fps at full HD resolution now. Also worth a note: The raycasting method is updated to allow octrees greater than 16 levels - the scene below is created in an 18 level octree. Now, problems with precision begin to arise, which need to be solved.
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Do you mean the octree uses 18 bit per node?
AntwortenLöschenIt seems an interesting topic.
Can you give some details about the actual implementation of your voxel octree?
Ah, I should have written that more clearly. Its 18 levels for the tree now, therefore increased from 2^16 to 2^18. The size per node is about 32 bit (normal + color + position)
LöschenPlease release it. I'm simply DYING for voxel building game where aside of normal stuff you can make your own blocks.
AntwortenLöschenYes, I am planning to release a demo. If ppl like it, I will continue the development.
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