4 ms·
Congratulations! Excellent work and very impressive that you came up with all of that by yourself. I'd like to ask you a little about how you implemented the e
by _almosnow 12y ago
Congratulations! Excellent work and very impressive that you came up with all of that by yourself.
I'd like to ask you a little about how you implemented the engine. What technology is behind it? How many voxels per sec. it is able to render? Things like that...
- gavanwoolery 12y agoroughly one billion voxels per second on a single GTX 780 (seems crazy, but that is the count, you can see in some screenshots its usually generating around 10s to hundreds of billions of voxels within the first minutes of running) - [EDIT] also I should note that in many cases it super samples voxels up to 4 times or more, or 64 base voxels per result voxel (4x4x4). These voxels are stored in 2D projections of the chunks as rendertargets/bitmaps in iso mode, and their surface area is meshed on the CPU in perspective mode. Stats are for isometric mode. Have not measured it in the new perspective mode that I am demoing now. Right now with perspective, I am using polygons but could implement raytracing. Not sure what the limit on polys will be but right now it easily does over 60 FPS and performance can be greatly improved with volumetric mipmapping of the chunks (i.e. less detail as chunks are further away).
- _almosnow 12y agoTruly impressive! What language are you using to code everything? C/C++? And for rendering? OpenGL or bare metal?
- gavanwoolery 12y agoOpenGL, C++. No bare metal yet, but could improve perf as there are many drawcalls.
- _almosnow 12y agoThanks man. Respect :D