4 ms·
Where are you getting n^6 from? A hierarchical level-of-detail scheme (e.g. the one used in Sauerbraten) is still only n^3 in the worst case. If you store one
by teraflop 8y ago
Where are you getting n^6 from?
A hierarchical level-of-detail scheme (e.g. the one used in Sauerbraten) is still only n^3 in the worst case. If you store one full-resolution copy of your world, and then a copy with 1/2 the resolution, then 1/4 the resolution and so on, you get a geometric series that converted to only a constant-factor overhead.
- acou_nPlusOne_t 8y agoYou are right, its been quite a while since i have dealt with the cube-engine. The Level of detail mechanism just adds a constant to the formula- basically speeding up the n^3 voxel growth as the player explores the world in detail and distance at the same time in the worst case. Looking at a ants-mandibles-mikro-biota, while observing a planet near the horizon. https://www.youtube.com/watch?v=SsjeiLklThY https://www.youtube.com/watch?v=SsjeiLklThY
- AstralStorm 8y agoYou need a way to anizotrophpic filter the voxels. This means the mipmap should be fully indexable. That is n^3 * m memory for mipmap and n^4 filtering... Isotopic filtering is easier, just 3*n. However, it will make surfaces look... unreal, as if physics didn't form them, at times. You cannot wing the quality as easily in 3D though. Continuity is paramount as is some degree of smoothness. Ringing is unacceptable.