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I've had this exact same project idea on my mind for a year or so, largely driven by a desire to see beautiful, to-scale mountain ranges in game (Thousands of b
by tommsy64 6y ago
I've had this exact same project idea on my mind for a year or so, largely driven by a desire to see beautiful, to-scale mountain ranges in game (Thousands of blocks of render distance rather than a measly ~256). I wouldn't consider myself a computer graphics guy either; however, I recently started to dive into the world of computer graphics to at least figure out what it would take to implement something like this.
As a sibling commenter mentioned, using a marching cube algorithm is one approach. 0fps [1] has a good blog post about using Progressively Ordered Primitive buffers to implement Level of Detail in Minecraft-like games. (There is an interesting comment on that blog replying to that post.) Another blog [2] shows a similar implementation in a Minecraft-like game call "SeaOfMemes".
On a side note, I've never heard of Terasology—and it's been around for 9 years(!) it seems. I'll definitely check it out.
[1] - https://0fps.net/2018/03/03/a-level-of-detail-method-for-blocky-voxels/ https://0fps.net/2018/03/03/a-level-of-detail-method-for-blo...
[2] - http://www.sea-of-memes.com/LetsCode64/LetsCode64.html http://www.sea-of-memes.com/LetsCode64/LetsCode64.html and http://www.sea-of-memes.com/LetsCode67/LetsCode67.html http://www.sea-of-memes.com/LetsCode67/LetsCode67.html
- haolez 6y agoI think Terasology managed to participate in GSoC at some time :)