5 ms·
Would it also make stress calculation (for structural collapse) much easier? I have been wondering what method they are using in Everquest: Next, and how it com
by Abraln 11y ago
Would it also make stress calculation (for structural collapse) much easier?
I have been wondering what method they are using in Everquest: Next, and how it compares to this.
Also, from CFD (Computational fluid dynamics) work I have done, cells are defined as a single point in their center. Would it be possible to do it this way and have the points connect to each other to form surfaces? Destroying a point would then cause adjacent points to generate a new surface with the now exposed point/s below. I am not sure how well this would translate though.
- CyberDildonics 11y agoWould that work? It probably could. Is it a good idea? It probably is. The reason is that what you are describing could be thought of as a generalization of what is being done now.
- irickt 11y agoThe referenced paper seems to do this: http://graphics.berkeley.edu/papers/Parker-RTD-2009-08/Parker-RTD-2009-08.pdf http://graphics.berkeley.edu/papers/Parker-RTD-2009-08/Parke...
- larzang 11y agoEQNext and Landmark are using a voxel engine. I can't speak to implementation on the EQNext side as it's not in a publicly testable form yet, but on the Landmark side it's been quite a while since we've seen any meaningful engine improvements and it's rather primitive in many respects. Things like having to elaborate hacks to get sub-voxel shapes and imperfect precision with rendering intersecting edges seem like limitations of any voxel based design, while the crude handling of lighting and reflections and very short LOD distance seems to be intentional limitations for performance reasons (and understandable given average voxel counts in player-created areas).
- TheLoneWolfling 11y agoOne other issue with voxel engines is isotropy, or rather, anisotropy. (If you don't recognize what that is, it's the property of having identical properties in all directions, or rather the lack thereof.) In a voxel engine, you generally can't rotate things by arbitrary amounts. Ditto, physics doesn't work the same way in all directions. Ditto, things are substantially more complex to render in certain directions (look at MC rendering a diagonal wall versus a straight one, for instance.) Though there are ways around some of this, e.g. [1] [1] http://www.mariomarkus.com/hp5.html http://www.mariomarkus.com/hp5.html
- deleted 11y ago[deleted]